Book One 50 Toughness Benefit: Gain +6 Stamina; also, you gain a +1 bonus to your Fortitude defense. Two-Weapon Fighting Requirements: Prowess 7 or Quickness 7 Benefit: When making an attack action with a melee weapon in each hand you gain either a +2 bonus to damage or a +2 bonus to your Avoidance. You must choose which bonus to use before you attack and it remains in effect until the start of your next action. Uncanny Reaction Benefit: You do not grant a Tactical Edge to enemies when you are surprised. Unique Device (Foundation) You possess a unique piece of equipment. Benefit: You possess a unique piece of gear; this item has a Material Strength (MS) equal to Titanium (30) and 4 Hits, and may be any single item, a suit of specially tailored body armor, a sword, or a shield. The following bonuses are attributed to the item itself; they are not a function of the Advantage and thus stack with all other bonuses. • Melee weapons grant the wielder a +1 bonus to hit on all attack rolls and ignore AR values below 25% of their MS (rounded down). AR values above that are completely effective against such weapons. • Ranged weapons and Firearms grant the wielder a +2 bonus to hit. • Armor reduces the bulk of the selected armor by 1 and grants the bearer +1 AR; this stacks with any AR granting power that is applied directly to the armor. • Shields grant the wielder a +1 bonus to hit when used like a weapon and are a LOT harder to break than other such items; as such, they gain an additional 2 Hits. An item may also have some other minor “trick” such as being a collapsible longbow that snaps into place in an instant. Special, Additional Benefits: During Hero creation, you may spend an additional 5 experience points to increase the item’s Material Strength to 40 with 6 hits, or increase it even further to a maximum Material Strength of 50 with 8 hits for a total of 20 experience points. Special (Powers): If you possess a power with the Removable flaw, it may be combined with your Unique Device. Vehicular Combat Requirements: Quickness 6, Insight 4 Benefit: When driving or riding in a vehicle in combat you gain a +2 bonus to Driving rolls. Visionary Requirements: Logic 7, 5 ranks in 3 different Engineering specialties Benefit: You may use your Engineering Skills to create useful, unique equipment (See pg. 41). Wary Requirements: Insight 6 Benefit: You gain +2 bonus to your passive Perception and to all Perception Action Skill Rolls. Waylay You are especially effective when attacking an unaware target. Benefit: When performing any attack from ambush or when you catch an opponent by surprise, you gain a die bump to your attribute damage die. Weapon Master Requirements: Skill Focus in Melee {Any}, Firearms {Any}, or Ranged {Any} Benefit: Choose a particular type of weapon you possess a Skill Focus in; for example Firearms {Pistols}. You gain a +2 bonus to damage with that weapon; this bonus stacks with all other Advantage bonuses. Special: You may take this Advantage multiple times, applying it to a different weapon each time. Wolf Pack Tactics Requirements: Melee as a trained skill Benefit: When attacking an opponent in melee who is also engaged in melee with any of your allies, the bonus granted by Tactical Edge increases to +3. Bystanders are still worth saving... ...Usually.
Book One 51 Table 1-11 Powers Adoptive Muscle Memory Armor Bestial Transformation Celerity* Communicate with Animals Convert Matter Darkness Duplicate Dynamic Power Elasticity Element/Energy Blast Element/Energy Manipulation Emotion Control Energy Generation Energy Sheath Enhanced Attack* Enhanced Attribute* Enhanced Sense* Entangle Flight Force Field Force Shield Growth Heal Illusion Incorporeal Invisibility Invulnerability Life Support Luck Mimic Mind Control Move Object Nullify Poison Regeneration Resistance Shape Shift Shrink Sixth Sense* Speed Summon Animal Super-Sense Surge* Telepathy Teleport Tunnel Wall Crawl Wireless *Indicates powers compatible with the All Skill power modifier. Table 1-12 Power Modifications (Flaws and Perks) Accurate (Perk -2) All Skill (Perk +0) Conditional (Flaw +2) Cybernetic Implant (Flaw +1) External Power Source (Flaw +0) Fatiguing (Flaw +2) Limitation (Flaw +1, +2, or +3) Limited Uses (Flaw +1, +2) Linked (Flaw +1) Penetrating (Perk -2) Power Armor (Flaw +2) Removable Item (Flaw +1/+2) Secondary Effect (Perk -1/-2) Slow (Flaw +2/+3) Trigger (Flaw +1) Unpowered Form (Flaw +1) Unreliable (Flaw +2) Powers Let’s face it; while not all of us can shoot lasers from our fingertips or stop a bullet with our skin. The vast majority of us have a power or two that give us the confidence to put on a mask and fight crime. Powers are what bystanders think of when they say “superhero;” and sometimes, all that stands between being alive and being zombie chow is a power. ‘Course, our powers aren’t all accidents of birth or augmentation. The Crimson Sorceress claimed her powers were magical, while GearJack built his powers from junk at a scrap yard. The Bengal Tiger once told me his Martial Arts were fueled with mystic energy. None of that mattered to the zombies, of course; they Z’d all three of them just the same. Power Action Rolls Some powers don’t require a roll at all (you’re either Armored or you aren’t), while others require Power Action Rolls. Any Power with a Primary Attribute is treated much like a skill. Requiring an Action Roll utilizing the power’s Primary Attribute die and adding the power’s ranks. Powers and Attributes All powers and attributes share the same table to determine their effects. Refer to the Master Values Table on pg. 31 and Appendix 1. For example, someone with Might of 7 would have a d10 Might die and a passive modifier of +3, whereas a hero with Energy Blast of 7 would have a base damage die of d10 and a range of 7 areas. The chart covers the basics for many powers; if the Power Description gives an alternative benefit for Power Ranks, it overrides the general progression given. Passive power value Lastly some powers, though not all, will refer to a passive power value which is calculated like a passive skill value. Passive power value = 12 + Ranks + Primary Attribute’s Passive Modifier. POWERS A sword can be deadlier than a bullet.
Book One 52 Holding Back Heroes and villains are not required to always use their power at their full rank. They may choose to pull their punch and use a power at a lower rank. Power Descriptions and Signatures Many powers described herein have deliberately vague flavor text as to allow you, the player, to craft your Hero’s signature look. Some powers (Speed, for example) allow for some creative flexibility. Whereas one hero may slide on sheets of Ice he produces in front of him, another hero may be the classic speedster. It’s also worth noting that every Hero and villain possesses a particular “power signature” which is a specific look their power has when it is used. Two fire manipulators can have two very different manifestations. One may throw balls of flame at his targets, while the other may simply look at her intended targets as flames seem to swirl around her, striking out in quick whips against her opponents. Energy Types Many powers are keyed to a particular type of energy. Common energy types include cold, electricity, fire/heat, kinetic, light, mental, sonic, or vibration. Feel free to make up new energy types but be warned; if the selection is too exotic then the power becomes less useful. Also, don’t be afraid to break up or even disallow an energy type that is overly common in your issues. Mental attacks are a special case; due to their nature, mental attacks ignore AR from any source which does not specifically protect against them. However, it also has absolutely no effect against Zombies (even Super Zombies). Power Sources and Effects Powers come from a variety of sources and it is up to each individual Hero to determine the origin of her powers, which is usually shaped by the adaptations and defects given to each power. For example, the Energy Projection power could be the result of mutated ocular blasts, or a blaster pistol. While each Hero possess a power source, it is not required that all the Hero’s powers be part and parcel of that source. Power Modifications Fully explained at the end of this section, Power Modifications change the way a power is used or accessed. These modifiers are applied once you have purchased your starting powers. Keep in mind you may be required to apply specific Power Modifications in accordance to your power source. Power Examples Below we have built two Hero examples; each one possesses the same powers; Entangle, Energy Blast, Force Field, Move Object, and Fly. Our first Hero is Force, your classic Super-Hero. Being a big fan of classic telekinetic heroes, Pete starts off by choosing the Linked flaw, stating that all his powers are manifestations of his Telekinesis. Then being a young Hero (with the Young Gun flaw) he chooses to add the Fatiguing flaw to all his powers, to represent how taxing his powers are upon his young body. Our next Hero, Flak, is being created by Eric to be a Tech Hero. Flak’s first piece of gear is his “force jacket” which allows him to generate and manipulate force fields. Choosing to integrate Entangle, Force Field, and Move Object into the suit, he applies the shared external power source as well as the Linked and Removable Object flaws to the jacket’s powers. His next piece of gear would be his cybernetic plasma blasters; he gets his Energy Blast power and applies its own external energy source as well as the Implant flaw. His last piece of gear will consist of a pair of “Rocket Boots” which allow him to fly, applying both the External Energy Source and Removable Object flaws. Power Exploits If you use a power often enough, you learn how to use it in many different ways. Whether it’s making your energy beams ricochet or shifting most of your energy sheath into a front-heavy shield, these make the powers work slightly differently. There are two types of Power Exploits: Emulated Powers and Power Tricks. Emulated Powers Some powers possess a list of lesser powers that they may duplicate. Such powers are emulated at half the original power’s rank and possess any and all the parent power’s restrictions but none of its perks; a Hero may purchase perks for emulated powers as normal. Also, a Hero may not learn any of that power’s Emulated Power Exploits. The player may
Book One 53 propose new Emulated Powers, which must be approved by the Editor-n-Chief. For example: Templar possesses Move Object 10 and has learned the Power Exploit of Energy Blast (Kinetic), which is utilized at 5 ranks. Power Tricks A power trick is an innovative way to use an existing power. The aforementioned energy beams ricocheting off a wall , using an energy blast on all the targets in an area, or increasing the chance of a knockback at the cost of accuracy or damage are all great examples. Power Tricks work in much the same way as the combat maneuvers listed in the combat section (pg. 90). Power Tricks grant advantages or additional effects in exchange for increasing the power’s burnout value or speed cost, requiring multiple actions (such as taking up a Simple and Complex action), or applying a small penalty to hit or damage. When you wish to perform a new Power Trick, you must first describe it to your Editor-in-Chief who then decides if the Power Trick is possible as well as its effects and repercussions. We have created a few and presented them in sidebars, spread among the powers section below. A Quick guide to understanding Power Tricks Powers: The powers which may perform this Power Trick. Cost: Any time a speed cost is followed with a +, that cost in applied in addition to the power’s base cost. For example, if you are using Elemental/Energy Blast (normally a Complex action) to perform an Energy Burst (Cost: +Simple, +3 Burnout) you would use up both a Complex action and Simple action, as well as acquire 7 burnout. Effect: The effect of using the power trick. Utilizing and Learning Power Exploits A hero may attempt to develop a particular Power Exploit once per scene at the cost of a plot die. Once a hero has performed a particular Power Exploit 10 times, they may spend 5 experience points to learn it, allowing them to use it from that point forward as many times per scene as they wish without the expenditure of a plot die.
Book One 54 The Editor-in-Chief may require the player to attempt a Power Action Roll to successfully perform the Power Exploit; if such a roll is required, the Hero is only required to spend a plot die if the roll is successful. Mastering Emulated Powers Later in your Hero’s career, you may wish to have your Hero take ranks in a power they can already emulate through the use of a Power Exploit. First the Hero must pay a small amount of experience (5 points), after which the power may be advanced as a regular power; all ranks purchased in the new power are added to the effective ranks of the emulated power. This comes with the following restrictions: first, the new power no longer increases with its parent power and may never surpass the rank of the original parent power. Also the new power retains all of the parent powers’ flaws, but none of its perks (unless those perks were purchased separately). Lastly, the Hero can never learn any of the new power’s Emulated Powers, but may learn its Power Tricks as usual. Example: Templar possesses Move Object (for her, a form of Telekinesis) at 10 ranks and has learned the Emulated Power of Energy Blast (Kinetic). Later she may choose to master Energy Blast (Kinetic) for 5 experience points, at which point she may continue to increase its rank as a regular stand-alone power. Understanding Powers Powers are presenting in a universal format with entries as listed below. If a power lacks a particular entry, it simply does not apply. < Power Name > Characteristic: Continuous, Damaging, Interruptible, Melee, Range (Ranks/Passive/#), Scene Primary Attribute: Speed: Attack: Burnout: <flavor text> Effect: Characteristics: There will be a list of possible characteristics described below. There are times where possible limitations may be included as well, such as Super-Human Only. Continuous: This power is continuous, and does not need to be activated. Damaging: Powers with this characteristic have a damage die as indicated by their power rank. Primary Attributes (if any) are rolled with the damage dice. Interruptible: This use of this power is considered an Interruptible action (See pg. 85). Melee: Powers with this characteristic may only be used against targets in the same area. These powers utilize the Melee skill when attacking. Range (Ranks/Passive/#): Any power with this characteristic is utilized at range. Ranges expressed with Ranks possess a range equal to the power’s ranks in areas, with Passive being equal to the power’s passive modifier. When a number is expressed, it is simply that power’s range in areas with 0 being the same area. Unless otherwise noted, you must have direct line of sight to your intended target. Scene: Once this power is activated it lasts until the end of the Scene, powers with this duration may be shut off at the hero’s discretion before the end of the scene as a free action. Primary Attribute: All powers possess a Primary Attribute, which is utilized any time you are required to perform a Power Action Roll. If two attributes are listed you must pick one; once chosen, you cannot change the power’s Primary Attribute. Speed: The Speed required to activate/use the power. Attack: The Defense attacked by the power. Any Ranged or Melee attack that attacks the target’s Avoidance uses either the Ranged or Melee skill. Powers which attack the target’s Fortitude or Discipline utilize the power’s ranks as an attack skill. Burnout: Some powers cause stress and fatigue on the Hero, sometimes reaching a point where the Hero’s powers simply burn out for a time, which may leave them to be zombie chow. Players keep a running tally of their accrued burnout, reducing that tally when the hero performs actions without using a power on a 1 point for 1 tick basis. Thus, once the Master Clock matches the character’s Clock, each Tick that passes without the character using a power with a burnout value reduces that character’s burnout by 1.
Book One 55 If the Hero’s Burnout surpasses their Burnout Threshold, there is an ever increasing chance that the Hero’s powers will burnout for the remainder of the scene. When a Hero uses a power which would push their current burnout over their threshold they must roll a d6; on a result of 1 or 2 all of the hero’s powers which possess a burnout value are shut down for the remainder of the scene. Determining Burnout Threshold The Hero’s Burnout Threshold is equal to the Hero’s Discipline or Fortitude defense. Once a defense is chosen it cannot be changed, ever. Some powers or items may possess their own independent Burnout Thresholds, in which cases their burnout is tracked separately. Retaining Powers Scene to Scene Powers with the Scene characteristic may be retained from scene to scene. Heroes start the new scene with an amount of burnout as if they had activated their power. Power Descriptions Adoptive Muscle Memory Scene Primary Attribute: Insight Speed: Demanding/Trivial Burnout: 10/5 You can mimic any physical skill or Advantage you see in action. Effect: You can replicate a single physical skill or any Advantage which grants a skill bonus or combat effect (such as Earth to Sky or Martial Artist) as long as you see it in action. You must be within 2 areas of the person performing the action, or have a chance to review someone performing that action on video. While you may only utilize one such skill/advantage at a time, you may adopt as many physical skills or Advantages as half your passive Power Modification. You can “lose” an adopted skill or Advantage to make room for another. Skills are learned either at the ranks of your target or your power ranks, whichever is lower. The first Speed cost is for first acquiring the skill or Advantage; the second Speed cost is paid when you recall a skill or Advantage you already know. The same applies to the Burnout cost. Example: KopyKat has Adoptive Muscle Memory at Power Rank 4. She sees a Bystander using a Rank 2 Larceny skill to pick a lock. KopyKat already has Rank 1 Larceny, so she can raise her Larceny to 2. Even though she still has 2 extra power ranks, KopyKat can’t increase her Larceny further because the Bystander capped it at 2 skill ranks. Armor Continuous Primary Attribute: Vigor Your skin is resilient, granting you protection from harm. Effect: You possess AR equal to the sum of your power’s passive modifier and the passive primary attribute’s modifier. This power is significantly less effective against energy attacks, granting you only your passive Power modifier in AR against such attacks. Bestial Transformation Scene Primary Attribute: Vigor Speed: Demanding Burnout: 5 You can shape shift into an animal Effect: You can change your shape to become any animal of medium size. You retain your Advantages, Defenses, and Stamina, but replace your Might and Quickness die with that of the animal, and gain the animal’s Advantages, Attacks, Traits, and Pace. While using this power, all your equipment melds into your new form (becoming unusable for the duration of this ability). You can change into the form of any animal you have personally seen; you start play with a number of animal forms equal to your power rank. Special (Combining Effects): You can combine this power with Growth and Shrinking to take animal forms of different sizes. When doing so you only pay one half the Burnout from both powers, rounded up. For example, taking the form of a large animal would give you 6 burnout (3 for Growth and 3 for Bestial Transformation). Special (Limitation): If you choose to limit your power to a single animal type (For example, dogs) you gain +3 power ranks per the Power Limitation flaw found later in this section. A costume hides many scars.
Book One 56 Power Exploits: Emulated Powers: You may learn both Enhanced Attribute (Quickness), and Enhanced Attribute (Might) but these are restricted to use in your animal or hybrid form (see below). Power Trick: You may learn a single hybrid animal form (a cross between animal and man, like the classic movie werewolf). You may start play with one such form. Celerity Primary Attribute: Quickness Speed: Special (See Below) Burnout: 5 You may perform actions with amazing quickness Effect: You may reduce the Speed of any action by one category. You may use this power a number of times per scene equal to Celerity’s passive modifier. The use of this power does not have a Speed cost of its own, since it is tied to the Speed of another action. Example: Velocity possesses Celerity at Power Rank 5. He finds himself facing two scavengers armed with shotguns. Going first, he chooses to reduce the cost of his Complex move action to Simple and attacks one of the scavengers with his sword, gaining 5 points of burnout. Upon his next action he chooses to reduce the Speed cost of one of his attacks to a Simple Action, allowing him to finish off the first scavenger and swing at the second, raising his current burnout to 10. When his third action comes around he realizes he needs to get this over with, and quick, as shotgun blasts have a habit of attracting zombies. He reduces the speed cost of his final attack, dropping the second scavenger and uses a Complex action to make a run for it. Now Velocity is at 15 burnout and is out of Celerity uses for the scene. Communicate with Animals Continuous, Range (0) Primary Attribute: Charisma You can communicate with animals Effect: Any Hero with this power possesses the ability to potentially communicate telepathically with animals of all kinds. When this power is first acquired its communication is limited to only mammals, but as you advance in power rank you gain the ability to communicate with a wider range of animals. This power does not allow you to communicate with intelligent, language using animals of any kind. With most animals only simple communication is possible (relating to emotions and very basic descriptions), while Mammals, Cetaceans, and Primates can convey much more complex thoughts. • Rank 1: Mammals, Cetaceans, and Primates (ex. Dolphins, Chimpanzee, Dogs, Cats) • Rank 3: Rodents, Marsupials (ex. Rats, Kangaroos, Koala) • Rank 6: Birds, Reptiles, Fish, Amphibians (ex. Snakes, Hawks, Goldfish, Frogs) • Rank 12: Arachnids, Insects (Ex. Spiders, Flies, Ladybug) • Rank 14: Mollusks (Ex. Octopus, Snail) • Rank 16: Echinoderms, Annelids (ex. Starfish, Earthworms) Special, Limitation Power Flaw: With the use of the Limitation power flaw, a Hero may opt to limit this power to a particular habitat. Limiting communications to land base animals is a +1 flaw while limiting communications to marine or alien animals would be a +3 flaw. Alternately a Hero could simply limit the power to one of the categories listed above, allowing them to ONLY communicate with that category of animals and gaining a +5 bonus to the power’s starting rank. Convert Matter Interruptible, Melee, Scene Primary Attribute: Resolve Speed: Complex Burnout: 5 You can convert non-living matter into another type of nonliving matter. Effect: A Hero with this power can convert non-living matter into another type of non-living matter. The weight of the matter converted is determined by your Power Rank, being one half the listed Might max lift. For example, someone with 10 ranks in Convert Matter would be able to convert 350 lbs. of material. Organic matter is okay so long as it is not alive (you can convert a wooden door into a metal chair but not a trash dumpster into a tree). Both the matter being converted and the new matter must be largely of the same substance, with the rest just dropping away (so transforming a wooden door into a metal shield would gain you a metal shield and a doorknob, since the doorknob was already metal and thus not converted).
Book One 57 You may automatically convert objects from or into a substance with a Material Strength equal to or below your power’s passive value. Alternately, you may attempt to convert objects with a higher material strength with a successful Power Action Roll against a TN equal to the target object’s material strength as a Demanding action. For example if you had 10 ranks in Convert Matter, and had a Resolve of 11 you may attempt to convert Titanium (MS: 30) into Steel (MS: 20) with a successful Power Action Roll. You can shape the new matter into whatever you desire, but you are limited by the uniformity of the material as well as your own skills and Advantages (a gifted sculptor with this power could turn wooden boards into “The Thinker,” while most Heroes would have to settle for a vague stone figure sitting with most of its limbs out of proportion). Items revert back to their original shape/Material at the end of the scene. With the permission of the Editor-in-Chief an item may be made permanent with the expenditure of a Plot Die. Special (Building Gadgets and Unique Equipment): A Hero with this power can use it to create special equipment as described under Building Gadgets and Unique Equipment (Skills, pg. 41) on the fly as long as they have the appropriate skills to create it. Creating Complex items always takes multiple actions and power uses (as the Hero would need to convert some of the material to wire, others to steel, and so on) requiring an interruptible Demanding action for each three (3) days normally required to create the item, rounded down. You are still required to make all the necessary Action Skill Rolls, but if the item is only meant to last until the end of the scene, the item you create may only possess a total number of power ranks equal to half your power ranks in Convert Matter, as if you possessed Dynamic Power. Alternately with the permission of the Editor-in-Chief, a Hero may opt to pay the full cost in experience and expend a plot die to make the item permanent. Special (Undead): Undead creatures, such as the ubiquitous zombies, count as “alive” for purposes of this power. Darkness Range (0) Primary Attribute: Resolve Speed: Complex Burnout: 3 You seem to emanate darkness from your body, and with it you may control the brightness of an area or plunge an area into pitch blackness. Effect: You can project darkness from your body. This is not the absence of light per se, but a unique energy conjured from an unknown dimension. With this power you may affect the light levels around you up to a number of areas equal to your passive power modifier and reduce the light conditions (pg. 105) a number of levels equal to half your passive power modifier (minimum of 1). Any time a light source is brought into an area you are affecting with this power, you must perform an Action Power Roll against a TN equal to that source’s passive power value. If successful, the target only elevates the illumination within the area they are in by one step, while failure allows the target to grant its area bright light. Non-Power light sources (such as flashlights) are considered to possess a passive value equal to the number of areas of bright light they produce +12 Interestingly this power also grants you the ability to see perfectly in darkness as if you possessed the relevant Super Sense of equal rank. Special (Synergy): If you possess both this power and Elemental/Energy Manipulation (Any) you may take Elemental/Energy Manipulation (Darkness), allowing you to shape the darkness you generate into a physical form. Unless you possess the Darkness power, you may not acquire Elemental/Energy Manipulation (Darkness). Power Exploits: Emulated Power: Element/Energy Manipulation (Darkness) Duplicate Scene (or special, see below) Primary Attribute: Charisma Speed: Demanding Burnout: 10 There are more of you. This power allows you to do the work of two men. Or ten! Effect: You can create an identical copy of yourself. While capable of independent thought, you and your copy usually work in tandem with each other. Each version has almost all the same characteristics (i.e. uses the same character sheet) with the exception of this power. Each duplicate has stamina equal to your power’s rank, possesses one wound, possesses half your burnout threshold, and gains the ability to telepathically communicate with you within a number of miles equal to your power ranks.
Book One 58 When you activate this power you create a number of dups equal to your power’s passive modifier, and may dismiss them at any time as a Simple push. Any time one of these dups “pop” out of existence due to being butchered it causes a psionic bio-feedback loop which Stuns you and any remaining dups (See combat, pg. 84). At the end of the scene, all duplicates instantly recombine with you, regardless of range; you gain all of your dups’ memories as well as any physical conditions, such as damage suffered and infections. This does not include being Z’d. In the case of one of your dups being Z’d, it will not recombine automatically as it has been substantially changed. However, it will continue to count as a dup you created, although you no longer have any control over it. Alternately, you may create a single dup which may be kept in existence for an extended amount of time. If you do so, you may only have one such dup, and your Burnout Threshold is reduced by 10 for as long as that dup is in existence. Dynamic Power Scene Primary Attribute: Insight You have an interesting knack for having the right power at the right time. Effect: This power allows you to emulate one or more powers which total a number of ranks equal to one half your ranks in Dynamic Power, rounded down. You may either choose your powers at the start of the scene, or start the scene without any powers and choose them on the fly at the cost of a plot die. Your chosen powers remain as selected until the end of the scene. Elasticity Continuous Primary Attribute: Vigor Speed: Complex or Complex Push Burnout: None / 3 Your body has a rubber-like elasticity. You can expand and contract limbs as well as gain a little protection from your body stretching from an attack. Staying at similar hotels saves on defense planning.
Book One 59 Effect: This power has two effects: a Continuous effect and an Activated effect. Continuous Effect: Due to your elastic nature, you can absorb more damage than most. You possess the Armor power at ranks equal to your ranks in Elasticity, but it is only effective against bludgeoning melee attacks or muscle-powered ranged weapons. Activated Effect: You may stretch any part of your body out a number of areas equal to your power’s passive modifier, though doing so may very well expose you to possible attacks. This does allow you to make Melee attacks from that number of areas away. You may also use this power to take on shapes, such as a ball, or a parachute. Power Exploits: Emulated Powers: Enhanced Attack. Element/Energy Blast Damaging, Range (Ranks) Primary Attribute: Quickness Speed: Complex Attack: Avoidance Burnout: 4 You generate blasts of energy or hurl a bolt of a particular element. Effect: Choose a particular Energy or Element. You can fire a beam or bolt of element/energy at any target within range. Special (Access): You can take this power multiple times, choosing different energy types, with each type bring tracked as its own power. Power Exploits: Emulated Powers: Enhanced Attack (same element/energy type). Power Tricks: Energy Burst. Power Trick: Energy Burst Powers: Element/Energy Blast, Element/Energy Manipulation Cost: +Simple, +3 Burnout Effect: Rather than generate energy in a single line, a Hero can opt for a burst effect targeting everyone in a single Area. Every person within the burst, friend and foe, are affected by the burst as if they were personally attacked. Element/Energy Manipulation Scene, Range (Passive) Primary Attribute: Resolve Speed: Demanding Attack: Avoidance Burnout: 5 You can shape a particular form of energy, allowing you to give it give it a semblance of mass. Effect: Choose a particular Energy or Element. You possess the ability to shape that element/energy into whatever form you desire. While simple forms are quite easy, more complex forms require a Power Action Roll with a TN set by the complexity of the item you are attempting to create. While simple items (such as a wall) do not require an Action Skill Roll, an item such as a cage with a swinging door may require an Easy (TN: 10) Power Action Roll. Something with complex gears such as a drawbridge would require a Daunting (TN: 25) Power Action Roll, while something like a motorcycle would require a Improbable (TN: 35) Items and constructs (below) created with this power possess MS equal to this power’s passive value and a number of hits equal to one half this power’s passive modifier. If the item you created is made of an energy form (such as fire, light, or radiation), and it is destroyed, all creatures sharing the same area with the item suffer this power’s base die (Re) in damage as the item loses all cohesion and explodes. Items created though this power can be animated (such as forming a construct to fight for you) but doing so requires constant attention, forcing you to pay the power’s burnout cost as a simple action. Constructs created with this power possess a Might equal to your Resolve die and utilize this power’s base damage die for all attacks. This power may also be used to create things like catapults, in which case attacks deal your power’s base die (Re). This power does not produce the Element/Energy you can shape, only grants you the ability to shape it. Special (Access): You can take this power multiple times, choosing different energy types, with each type bring tracked as its own power. Special (Light, Brightness): Someone who possesses the ability to manipulate light can also use their power to improve light conditions in an area. Thus this power allows you to increase Shadowy light conditions to Bright light, affecting a number of areas equal to your passive power modifier.
Book One 60 Special (Synergy): If you possess both Energy Generation and Element/Energy Manipulation with the same element/ energy, they are treated as a single power for the purpose of advancement but are both at -1 Rank. This modifier stacks with the Linked Power flaw. Power Exploits: Emulated Powers: Element/Energy Blast (same energy type), Energy Sheath, and Enhanced Attack (same energy type); in the case of (Earth) you may learn Entangle. In the case of (Water) you may learn Speed (turning the water to ice on which to skate). Power Tricks: Energy Burst, Blinding Flash (Energy Manipulation: Light Only). Power Trick: Blinding Flash You suddenly hyper focus the ambient light around you, creating a blinding flash of light. Powers: Light, Energy Manipulation: Light Cost: +Simple, +3 Burnout Attack: Fortitude Effect: With a successful attack you blind all creatures in your area for a number of ticks equal to your passive power modifier. Emotion Control Scene, Range (Passive) Primary Attribute: Charisma Attack: Discipline Speed: Complex Burnout: 4 You can influence the emotional states of others. Effect: Select an emotion. You can instill this emotion into a target with a successful Power Action Roll versus the target’s Discipline. You can also specify to whom the target feels the emotion. The Editor-in-Chief determines any situational modifiers (-2 to +2) for the target in regards to the third party. For example, if Cara is deeply in love with Randall, a Hero may suffer a penalty if he tries to make Cara feel malice towards Randall. The number of targets you may affect with this power is equal to your power’s passive modifier. Also you may only duplicate a number of different emotions equal to half your power’s passive value. Note: Zombies are completely immune to Emotion Control. Power Exploits: Power Tricks: Influence the Masses Power Trick: InFLuence the Masses Powers: Emotion Control and Telepathy Cost: +3 Burnout Effect: You may use your power on mobs of bystanders, allowing you to implant a single powerful emotion and target of that emotion into everyone in that mob. To do so, simply perform a single attack against the mob’s Discipline. You may affect a number of mobs per scene equal to half your power’s passive modifier. Energy Generation Damaging, Range (0) Primary Attribute: Resolve Speed: Complex Attack: Avoidance Burnout: 5 You seem to radiate energy from your own body. Effect: You can project a specific type of energy, for example, intense cold, fire, force, or light. This power only grants you the ability to create energy, not shape it, with the power’s rank representing the intensity of its generation. You may also attempt to haphazardly attack with this power, affecting everyone in the same area, whether friend or foe. Special (Access): You can take this power multiple times, choosing different energy types, with each energy type being tracked as its own power. Special (Synergy): If you possess both Energy Generation and Element/Energy Manipulation or Elemental/Energy Blast with the same element/energy, they are treated as a single power for the purpose of advancement but are both at -1 Rank. This modifier stacks with the Linked Power flaw. Power Exploits: Emulated Powers: Enhanced Attack, Element/Energy Blast, Element/Energy Manipulation, and Energy Sheath. Always count your ammo.
Book One 61 Energy Sheath Scene Primary Attribute: Resolve Speed: Simple Burnout: 4 You are surrounded by an energy field that protects you from damage. Effect: You can surround your body with a specific type of energy, generating intense cold, fire, or light. This power only grants you the ability to create energy, not manipulate it. You gain AR equal to double your power rank against the energy type you are sheathed in, and AR against all other attacks equal to your power’s passive modifier. If you apply enough force to the sheath, it dissipates around the pressure point, so you can stand without damaging the floor, grab an object, or punch a foe while still receiving protection. You receive no bonus to melee damage while in an energy sheath. Special (Access): You can take this power multiple times, choosing different energy types, with each energy type being tracked as its own power. Only one Energy Sheath can be active at a time. Power Exploits: Emulated Powers: Element/Energy Blast, Energy Generation, Element/Energy Manipulation, and Enhanced Attack. Enhanced Attack Continuous, Melee or Weapon Primary Attribute: Might or Resolve Speed: None/Trivial Your melee attacks are especially devastating Effect: You possess some form of enhanced melee attack (such as claws or enveloping your fists in energy, for example) or the ability to empower a weapon with devastating effectiveness. Enhanced Melee Attack: When you first choose this power, decide if it can be concealed or turned off, the power’s damage type, and visually how it enhances your natural attack. If your Enhanced Attack can be concealed or turned off, the power requires a Trivial action to activate/deactivate (popping your claws, setting your fists on fire, summoning a sword of light, and so on). When active, this attack deals your base power die (primary attribute) in damage. Enhanced Weapon: You may choose to have this power improve the effectiveness of a particular weapon instead of augmenting your melee attacks. When doing so choose a specific weapon (Example: Broadsword, katana, medium semi-automatic pistol). Any time you use that specific kind of weapon, you gain a die bump to your weapon die or your power’s base die, whichever is greater. When you choose this option you may assign an alternate damage type to your weapon attacks. For example, you may choose fire to simulate your weapon being enveloped in flames. Special (Limitations): Damage granted though the Martial Arts Advantages does not stack with this power. Special (Access): You can take this power multiple times, choosing different damage/energy types or weapons, with each one being tracked as its own power; multiple uses of this power do not stack with each other. Enhanced Attribute Continuous Primary Attribute: Attribute being increased One of your attributes is more powerful than normal. Effect: Select an attribute; increase that attribute by this power’s passive modifier +1. Special (Access): You can take this power multiple times, with each attribute being tracked as its own power. Special (Advancement): The bonus granted by this power is your effective value in that attribute; you still continue to increase your base attribute and this power individually. Special (Maximum Potential): Additional effective ranks provided by this power do not count when utilizing the Maximum Potential optional rule Enhanced Sense Continuous Primary Attribute: Insight One of your senses is enhanced. Effect: Choose one of the five senses; add your ranks in this power to your Perception skill when using that sense. Special (Access): You can take this power multiple times, with each sense being tracked as its own power. Make each shot count.
Book One 62 Entangle Damaging, Interruptible, Range (Passive) Primary Attribute: Prowess or Resolve Speed: Demanding Attack: Avoidance Burnout: 4 You can use your powers to envelop and pin an opponent. Effect: You may grab/grapple an opponent within range utilizing your power rank instead of your Melee/Athletics skill. Additionally, your target cannot reverse the grapple (See Grappling pg. 91). Flight Primary Attribute: Quickness Burnout: 4 You can fly. Effect: You can fly a number of areas equal to the sum of your power’s passive modifier and your primary attribute modifier, with maneuverability as indicated under flying (pg. 87). While in flight, you may reduce your range by 5 ranks to increase your maneuverability by one category, from Clumsy to Agile, or from Agile to Perfect. You must pay the burnout cost of this power every time you take an action while remaining aloft. In spite of the relatively high cost of flying, a Hero can choose to glide (turning off her power). She coasts at the same speed she last flew, but drops 1 area for every 3 areas traveled. Force Field Primary Attribute: Resolve Burnout: Complex Push Burnout: 5 You can erect a force field to protect yourself or others. Effect: In response to an attack, of which you must be aware, you may erect a force field covering 1 area, granting all those within the area the greater of (Re) or the power’s rank in AR against all incoming attacks. AR provided by this force field stacks with AR provided by all other sources. Once this field is erected, anyone within may not attack anyone outside the force field. This field remains in effect until the end of the Hero’s next turn. Optionally, the Hero may restrict this power to a personal force field. Doing so increases the power’s rank by 2. Power Exploits: Emulated Powers: Elemental/Energy Blast (kinetic), Enhanced Attack (kinetic), Force Shield. Force Shield Scene Primary Attribute: Resolve Speed: Simple/Simple Push Burnout: 5 You can create a shield of pure force. Effect: You can create a Shield of pure force as a Simple action or in response to an attack as a Simple Push. This shield works like a normal shield (see shields under Equipment, pg. 79) except that it provides a bonus to your Avoidance equal to your power’s passive modifier, and need not be held. Being a shield of pure force it is far harder to break than a normal shield, possessing material strength equal to your power’s passive value +10 and a number of hits equal to your power’s passive modifier. Power Exploits: Emulated Powers: Enhanced Attack (kinetic), Force Field. Growth Scene Primary Attribute: Vigor Speed: Demanding Burnout: 5 You can increase your overall size. Effect: You may increase your size a total number of size categories equal half your power’s passive modifier, to a maximum of gargantuan, paying the burnout cost for each increase. For the effects of size increase see Creature Size (pg. 89). Example: Ogre decides he wants to become huge, and must pay 10 burnout (5 for Large, and 5 for Huge) beyond his normal Medium size. Heal Interruptible Primary Attribute: Resolve Speed: Demanding Burnout: 10 You can heal others with but a touch.
Book One 63 Effect: You must be able to touch your intended target; you heal a number of Stamina equal to your (Re) + power ranks. Alternately, once per scene you may use this ability to heal a Wound, requiring two continuous Demanding actions and an Amazing (TN: 30) Power Action Roll. Illusion Range (Passive) Primary Attribute: Logic Attack: Special, See below Speed: Demanding Burnout: 4/2 You can create illusions to confuse or delight others. Effect: You may create an illusion of anything that you can envision in your mind’s eye. These illusions are sight-based only; they make no sound, and may not take up more cubic areas than half your power’s passive modifier. The illusion must be created within your line of sight, but once created you can continue to power the illusion as a Complex action at the cost of 2 Burnout as long as you are within range. All creatures interacting with the illusion must perform a Dynamic Perception (In) Action Skill Roll against the power’s passive modifier. If successful, the target realizes the image is just an illusion. As you increase in proficiency you learn how to form your illusions to affect other senses. For each 3 ranks in Illusion, you may choose an additional sense you are capable of affecting. Although this is a mind affecting power, zombies are still susceptible to it, as it plays upon some of their base instincts. Incorporeal Primary Attribute: Resolve Speed: Simple Burnout: 10 You can move through solid matter. Effect: You can become incorporeal and move through solid matter. You don’t completely phase out of existence; rather, your molecules spread apart enough to allow you to bypass other molecules. Thus, any force applied inside your body, such as a swung baseball bat or punch, sweeps away some molecules and causes you half damage. Because of this limitation, any time you pass though solid objects you must reduce your pace by half or suffer damage equal to one half that item’s Material strength in stamina damage. Lastly you cannot pass through liquids or active energy fields no matter how faint, and suffer full damage from energy based attacks when incorporeal. You can make your clothes and personal belongings incorporeal with you, as well as another object or person you are touching. Should you let go of an item (or person), then it immediately becomes corporeal. If they are within something when you let go they are instantly ejected from that material and suffer its Material Strength in damage, and may also result a wound depending upon the Material in question at the Editor-in-Chief’s discretion. You cannot touch or manipulate items that didn’t become incorporeal with you. Your Power Rank determines the number of ticks that you remain Incorporeal and your power’s passive value determines the maximum Material Strength you may pass though (see table 2-6, material strength of common items pg. 101). For example, someone with both a 10 resolve and 16 ranks in this power would possess a power’s passive value of 32, which would allow them to remain incorporeal for 16 ticks at a time and to pass though Steel Alloys (MS: 25) and Titanium (MS: 30) but not DH3 Palladium Metallic Glass (MS: 40). While incorporeal, you may move at your full Pace as if you were flying with perfect maneuverability. In the early days after Z-Day, many incorporeal Heroes made the mistake of thinking they were invulnerable to the zombie plague. They were wrong. Invisibility Primary Attribute: Resolve Speed: Simple/Simple Push Burnout: 4 You can fool one of the senses. Effect: This power allows you to become undetectable to one of the five senses, most commonly sight. You must reactivate this power every action you wish to keep it active, paying its burnout cost each time. The Editorin-Chief may require you to make Power Action Rolls in response to opposing powers or extraordinary conditions to remain undetected. Also at the Editor-in-Chief’s discretion, you may add your ranks in Stealth to these Power Action Rolls. This power may be activated in response to being detected as a Simple Push, in which case you suffer a -5 penalty to any Action Skill Roll to remain undetected until your next action. If successfully detected, the exact location of that Hero is only known until the end of the detector’s action. After which, upon their next action, they must attempt to locate the invisible Hero once again.
Book One 64 Special (Access): When you choose this power you must select one on of the following, with each sense/detection method being tracked as its own power. • Sight • Smell • Hearing • Mental Detection • Technology If you possess more than one kind of invisibility you may activated all at once as if they were a single power for no additional burnout cost. Note to be “invisible” against touch you must choose the Incorporeal power. Invulnerability Continuous Primary Attribute: Vigor You possess a remarkable resilience to most forms of damage. Effect: Choose one of the following: physical, energy, mental, or magical damage. You add your power’s passive modifier +1 to your Fortitude to resist massive damage when attacked by your chosen source. If you possess a vulnerability to or fatal flaw against a particular type of damage to which you would normally be Invulnerable, this power is negated against that particular attack.This power does not protect you against disease, poison, or environmental effects. Life Support Scene Primary Attribute: Resolve Speed: Trivial or Simple Push Burnout: 5 Your powers keep you safe from most environmental threats. Effect: This power protects you against environmental threats, and at higher ranks can even help you exist in the vacuum of space. Your life support will keep you safe for a number of hours equal to your power’s passive modifier or the end of the scene, whichever comes first. You may reactivate your power as a Push action as it runs out or in response to an attack or change in the environment. • Rank 1: Immune to common environmental conditions such as cold or heat. • Rank 3: Can breathe underwater • Rank 6: Immune to gas attacks (including area poison attacks) or effects of water pressure and the bends. • Rank 12: Can exist in the vacuum of space, or the pressure and cold of the deepest sea trenches. Although you may not be immune to gas attacks until rank 6+, you may, at the Editor-in-Chief’s discretion, add your ranks in this power to any defense to resist a gaseous or poison effect. You may tailor this power to a specific environment, such as underwater. If you do so, your power is considered to be 5 ranks higher for immunities, but is only effective in that environment. Small caliber bullets suck.
Book One 65 Luck Continuous Primary Attribute: Charisma You were just born lucky. Effect: When you first choose this power you must select good luck, which affects yourself, or bad luck which others. You may choose both, with each being purchased and advanced as distinct powers. Good Luck: Any time you roll doubles on your Action Die, your Hero gains a bonus to that roll equal to this power’s passive modifier +1, unless the roll results in double 1’s. If any Action Skill Roll results in a double 1, the Hero’s luck has left them. The Hero loses complete access to this power for the remainder of the day; Plot Die may not be used to counter this effect. Bad Luck: Any time someone attacks the Hero with this power and rolls doubles, with the exception of double 0’s, they suffer a penalty to that Action Skill Roll equal to the power’s passive modifier +1. Special, Plot Die Use: Heroes with this power are simply more susceptible to the whims of fate. Though not quite a flaw, both the player and the Editor-in-Chief are encouraged to play it up. Things are either completely going their way or it becomes one of ‘those’ days. This does not affect the power itself but should be a general theme of the Hero’s experience. Mimic Scene Primary Attribute: Insight Speed: Simple Burnout: 10/5 You can mimic another’s inborn powers. Effect: Choose a power source (for example, Super-Human. See pg. 18); you may duplicate the power of someone utilizing that power source as long as you are within a number of areas equal to double your power’s passive modifier. You may only mimic a single power at a time; these powers are acquired at either the ranks possessed by your target or your ranks in the Mimic power whichever is lower. You also gain any of the power’s flaws but none of the power’s perks or any developed Power Exploits. As a Simple action, you may drop a power at any time to learn a new one. The first burnout cost is applied the first time you acquire a new power from a new source; the second burnout cost (5) is paid any time you recall a known power from the same source. Special (Multiple Powers): You may take this power more than once, allowing you to mimic an additional power at a time, with each instance being considered its own power. For every two Mimic powers, you gain the ability to copy powers from an additional power source. For example possessing Mimic 2 allows you to copy Super-Human powers, but when acquiring an additional Mimic power (regardless of rank) you may choose an additional power source, and yet another one if you somehow possess 4 individual Mimic powers. If you possess the ability to copy more than one power, you may access all of them at once as if they were a single power for no additional burnout cost. Mind Control Interruptible, Melee, Range (Passive) Primary Attribute: Charisma or Logic Speed: Demanding Attack: Discipline Burnout: 10 A favorite of super villains, you can force others to do your bidding. Effect: With a successful attack, you gain complete control over your intended target, who now responds to your commands for the remainder of the scene. Once per scene, with the expenditure of a plot die, a controlled target may attempt to break the hold over their mind by forcing the attacker to re-roll their attack roll to remain in control. The Editor-in-Chief may add circumstance modifiers based on whether the commands are in line with or against the target’s nature. You may attempt to control a number of targets equal to half your power’s passive modifier. If two or more people are under your thrall, then you can issue the same command to both at once. Note: Zombies are completely immune to Mind Control. Power Exploits: Power Tricks: Influence the Masses Mental Powers Just to be clear, mental powers (such as Mind Control, Emotion Control, and Telepathy) only work against sentient creatures, which may include highly advanced androids, though such beings commonly possess Resistance (mental). Mental powers do not work on Zombies or nonsentient robots.
Book One 66 Move Object Range (Passive) Primary Attribute: Resolve Speed: Complex Attack: Avoidance Burnout: 3 You can move objects at a distance with force of will. Be it through telekinesis or maybe the manipulation of magnetic forces, the results are the same. Effect: You can move items within range at a Pace equal to half your power’s passive modifier. You may lift an amount of weight as if you possessed a Might equal to your ranks in this power plus your passive resolve modifier, and manipulate multiple objects at once by splitting up this effective might score. Power Exploits: Emulated Powers: Flight, Force Field (Physical Only), Force Shield, Element/Energy Blast (Kinetic), Entangle. Nullify Interruptible, Range (Passive), Scene Primary Attribute: Resolve or Charisma Speed: Demanding Attack: Discipline Burnout: 10/2 You can prevent other heroes’ powers from working. Effect: Choose a power source (for example, Super-Human. See pg. 18); you possess the ability to shut off one of your target’s powers which utilizes that power source with a successful Power Action Roll against that power’s Passive Value. Your opponent may regain their powers by moving out of your range, although if they reenter your range during the same scene, you can once again nullify the same power for only 2 burnout without the need of an attack roll. Special (Multiple Powers): You may take this power more than once, allowing you to Nullify multiple powers at a time, with each instance being considered its own power. Special (Access): You may take this power multiple times, each time affecting a different power source, with each power being purchased and advanced as their own power. If you possess the ability to affect more than one power source you may trigger all at once as if they were a single power for no additional burnout cost. Poison Continuous, Melee or Range (0) Primary Attribute: Vigor Speed: Special, See below Attack: Fortitude You possess a poisonous attack. Effect: With a successful attack you deal your power’s base die in stamina damage. After the initial strike, the poison continues to attack the target’s system. The poison possesses a number of attacks equal to the power’s passive modifier, attacks as a Complex action, and utilizes only the attacker’s Vigor and Power passive modifiers on its attack rolls. The poison continues to deal damage and stops attacking the target’s system when it either runs out of attacks or fails to affect the target. If a target is vanquished from stamina damage by the Poison, it continues to attack dealing one wound per successful attack. When this power is first chosen, the Hero must choose a way they deliver the poison into the target’s system. Poison Touch: The attacker must succeed in a melee attack and touch exposed skin, sometimes harder then it seems (requiring a melee attack with a penalty assigned by the editor-in-chief). Although the touch attack itself deals no damage, the Power’s initial attack enjoys a +4 bonus to hit. Poisonous Attack: This option must be attached to an Enhanced Attack (see the power above). Any time the Hero attacks with that Enhanced Attack, and surpass any AR possessed by their target, roll poison power action roll to introduce the poison into the target’s system. Area Attack: The Hero possesses poisonous pheromones which they can release as a Demanding action affecting everyone within the same area. Although this is a very efficient method of delivery, the poison is not as concentrated, applying a die penalty to the Hero’s Vigor die when rolling damage. Special (Alternate Non-Damaging Effect): Alternately, the Hero can decide to have the poison not deal damage but instead deal a Secondary Effect (See Power Modifications, Pg 70) at no rank loss. Special (Multiple Applications): Multiple applications do not deal additional damage; instead they reset the number of attacks the poison has left. It also makes the poison harder to resist, with each successful new application of the poison gaining an additional +1 to hit to a maximum of +5. Special (Immunities): Not only are characters with the Poison power are immune to their own poison but they also gain a bonus to their Fortitude defense against all poison equal to their power’s passive modifier.
Book One 67 Using Poison in the Game The poison power can be used for all types of poison; for example a poisonous spider may have Poison 2. Regeneration Continuous Primary Attribute: Vigor You have a natural healing factor. Effect: This power has several effects: first it reduces the amount of time necessary to heal a Wound by 1 hour per rank. Also, a Hero with this power is no longer required to perform Wound Recovery Rolls as he simply heals any Wound damage. Thus someone with 6 ranks in Regeneration would heal a wound every 18 hours, someone with 12 ranks would heal 2 wounds per day, and someone with 24 ranks of regeneration would heal a wound every hour. Beyond 24 ranks, each rank reduces the time required to heal a wound by 10 min, where finally at 30 ranks a Hero would heal a wound every 12 ticks. This power also heals the Hero from normal disease, and in time can regrow a lost limb (requiring 2 times as long as a healing a wound) . Strangely, this power makes a Hero more susceptible to the Z-Virus, reducing the Hero’s Fortitude against being turned by one half the power’s passive modifier. Resistance Continuous Primary Attribute: Vigor You are resistant to a certain type of energy. Effect: Choose a specific type of attack (such as Fire, Cold, Kinetic or Mental for example); You possess AR equal to the sum of your power’s passive modifier and the passive primary attribute’s modifier against that specific energy type. If you possess Resistance vs. Mental attacks your AR is applied to all attacks on your mind, such as Elemental/ Energy Blast (Mental). When attacked by powers such as Mind Control, the attacker’s power ranks are reduced by your effective mental AR. A Hero may “drop” their resistance at any time, for example to allow an ally to establish telepathic communication. Special (Access): You can take this power multiple times, choosing different energy types, with each energy type being tracked as its own power. Shape Shift Scene Primary Attribute: Vigor Speed: Demanding Burnout: 5 You can change your form to look like someone else. Effect: You can change your physical form and voice to appear as someone else you have personally met or observed (for example, through surveillance video). Any time someone meets you who knows your target, they may perform single a Perception Action Skill Roll against your power’s passive value to notice something “off” with your disguise, which may or may not raise suspicion. This power does not grant you any knowledge held by your subject, powers, Advantages, or skills. As such, the Editor-in-Chief may require you to attempt Action Skill Rolls to pull off the disguise. Once you reach 10 ranks you may also copy any of your subject’s personal quirks, as long as you have directly observed them, granting your power’s passive modifier to all Social Action Skill Rolls when attempting to pull off your disguise. Special (Combining Effects): You can combine this power with Mimic to take on someone else’s powers and physical appearance as a Demanding action. When doing so you only pay one half the Burnout from each power, rounded up. Power Exploits: Emulated Powers: Dynamic Power (which may only copy powers with a physical or biological, manifestation such as claws, body armor, and fight granted by wings. Invoked powers such as elemental blast, celerity, or convert matter cannot be copied with this emulated version). Shrink Scene Speed: Demanding Burnout: 5 You can reduce your overall size. Effect: You may reduce a total number of size categories’ equal to half your power’s passive modifier (minimum of 1) to a size limit of Smaller than Tiny, paying the burnout cost for each reduction. Power Trick: For an additional 5 burnout you may retain your Might die, regardless of your size.
Book One 68 Sixth Sense Continuous Primary Attribute: Insight You can sense when danger is just around the corner. Effect: You are never surprised, and may defend normally if attacked, even if you don’t know where the attack is coming from. You gain a bonus to all defenses against surprise attacks equal to your power’s passive modifier. Speed Continuous Primary Attribute: Quickness You are simply faster... much faster. Effect: This power increases your Hero’s ground Pace by this power’s passive modifier. This power also grants you the ability to travel and maneuver at high speeds safely; for example, you are not damaged by any sonic booms you create, nor are you going to slip on any ice sheet you create before you. Super-Sense Continuous Primary Attribute: Insight You can see things that others cannot. Effect: Unlike Enhanced Senses, this power grants you a new way of using one of your senses or in the case of mental detection, a completely new sense. If your super-sense augments a sense you already possess (for example, X-ray vision), you must switch between one sense and another as a Simple action. Your sense’s range is equal to your power’s passive modifier, and the Editor-in-Chief may require you to make Power Action Rolls in response to opposing powers or extraordinary conditions. Unless you possess Super-Sense (Telescopic Vision) you are limited to your normal vision range. Special (Access): When you choose this power you must select one of the following super-senses, with each sense/detection method being tracked as its own power. • Sight: X-Ray Vision, Thermal Vision, Low Light Vision, Telescopic Vision. • Hearing: Sonar, Super Hearing (hear low and high frequencies, radar waves, or even radio and television transitions). • Touch: Hyper-touch (you can “read the ink off pages by tracing your fingers over the words or feel the air move around you giving you the ability to detect movement within range). • Mental Detection: Detect active minds within range. • Technological Detection: Detect active action technology within range. Special (Telescopic vision): You suffer no penalties on Perception (Sight) rolls up to a number of areas equal to the power’s rank and may be used in conjunction with any other Vision based Super Sense. Special (X-Ray vision): You may only see through objects with a Material Strength equal to or less than your power’s passive value. Special (Access): You may take this power multiple times, choosing additional new senses, with each sense being tracked as its own power. You may only have one Super-Sense active at any particular time; switching between them requires a Simple action.
Book One 69 Surge Primary Attribute: Quickness Burnout: 5 You are capable of incredible bursts of speed. Effect: When you acquire this power you must choose a mode of movement: flying, jumping, running, or swimming. A number of times per scene equal to your power’s passive modifier, you may increase your Pace by your power ranks when utilizing your chosen mode of movement. Special (Restriction): This power does not grant the ability to fly, only gives you a boost of speed while flying if your chosen mode of movement is flight. Telepathy Range (Ranks), Scene Primary Attribute: Charisma Speed: Complex Attack: Discipline Burnout: 3 You can read and transmit thoughts. Effect: You may connect with another person’s mind allowing you to communicate and even read the targets surface thoughts (making interrogations more effective). In order to connect with a person’s mind you must first establish a mental link, which may, as a trivial action, be established between willing targets or may be forced, as a complex action, by attacking the target’s Discipline defense. Once per scene, with the expenditure of a plot die, an unwilling target may attempt to break off the mental link, forcing the attacker to re-roll their attack roll to retain the link. The Editor-in-Chief may add circumstance modifiers to the targets defense or attackers rolls depending upon outside influences (such as the target being tortured or drugged). Zombies are considered mindless for purposes of Telepathy, though there disturbing rumors of Super Z’s with telepathic abilities being able to communicate with each other. Power Exploits: Elemental/Energy Blast (Mental Attack), Force Field (against mental attacks only), Mind Control, Super-Sense: Mental Detection. Teleport Range (Ranks) Primary Attribute: Resolve Speed: Demanding Burnout: 10 You can disappear and reappear, traversing the intervening distance without actually moving. Effect: You can transport yourself up to your full range of areas with a single thought. Depending on the source of your power, this transportation may involve going through alternate planes of reality, or disassembling your molecules and moving at quantum speeds. Tunnel Primary Attribute: Might Burnout: 4 You can burrow through solids as if swimming. Effect: As a Complex move action, you may move though tightly packed earth, stone, and even concrete as if swimming, leaving only minimal signs of passage (although the route you took is now loose gravel, making it easier for other Heroes or Zombies to clear). You move at a pace equal to your power’s passive modifier, and may be required to perform Power Action Rolls to pass though particularly dense materials at the Editor-in-Chief’s discretion. Alternately, when using this power you may choose to leave a usable tunnel in your wake. Wall Crawl Continuous Primary Attribute: Might You can climb walls as if you were walking or running. Effect: You can move along any hard surface at the lower of either your full Pace or your power’s passive modifier. You may be required by the Editor-in-Chief to perform Power Action Rolls to resist being ripped off a surface, or stick on to a particularly slick surface. Alternately, this power can be used to resist unwanted movement (such as knockback and similar effects), allowing you to add this power’s passive modifier to your Might when resisting these effects. Wireless Range (Passive) Primary Attribute: Insight Speed: Demanding Burnout: 3 You are a human computer connection. Effect: You can wirelessly communicate with any computer or electronics within range, regardless of whether it has an access port. You instinctively know the basic parameters of the device and can manipulate it, using the greater of either your Technology skill or your Power Rank. You can also use this power to overcome security programs that deny access by making a Power Action Roll.
Book One 70 Power Modifications (Flaws and Perks) Not all powers are equal; beyond the cosmetic there are some effects that seem more beneficial or detrimental than others. To emulate this, you can customize your powers with Power Flaws and Perks. During Hero Creation once you have bought all your power ranks you may then apply Power Modifications to any or all of your powers. Power Modifications may either increase or decrease a power’s rank, as shown after their name. Thus a Conditional Flaw would add two power ranks while Secondary Effect Perk may reduce a power’s rank by 1 or 2, and the All Skill Perk would not reduce or increase the power’s rank at all. • You must have ranks in a power to apply a Power Modification to it. You may only apply a number of Power Modifications to that power equal to that power’s starting rank. Power Modifications required by your power source do not count against this limit and of course you may apply more with the Editor-n-Chief’s permission. • You may not use perks to reduce a power’s rank below 1. • If you are using the “untapped potential” rule (pg. 17), any ranks above a power’s primary attribute are considered “untapped potential” and may not be accessed until the power’s primary attribute is raised to match. You may acquire Power Modifications after Hero creation, but only at the Editor-in-Chief’s discretion. Accurate (Perk -2) Effect: Your control over your power is quite impressive. This perk can only be applied to a power that attacks a stated defense; you may, as an additional Simple action, enhance your power to gain a +2 bonus to hit when utilizing a power with this perk. Editor’s Note: Keeping it Gritty Power Flaws offer great potential for abuse, especially if they’re stacked. That said, it’s your game, and as Editorin-Chief you can deny any Modifiers or combinations you feel are unbalanced. All Skill (Perk +0) Effect: All your powers are not the result of some inborn ability, magical powers, or high tech gadgetry, but are instead pure skill. You have pushed your body to its limits, allowing you to do what may at first seem super-human. This power modifier may only be applied to specific powers as shown under Table 1-11: Powers at the beginning of this section. With the exception of Linked and Fatiguing, any power with the All Skill perk may not possess any other Power Modifications. Lastly, any powers with this Power Modification which possesses a Burnout value has that value increased by 1. Special (Power Limit): Sadly, skill will only take you so far. With the exception of Enhanced Attack with a chosen weapon or martial arts, powers with the All Skill perk are limited to a hard cap of 8 ranks. Special (Limitation): With the exception of Skill Heroes, Heroes may only have one power with this tweak. Skill Heroes are limited to a number of such powers equal to their passive Logic modifier. Conditional (Flaw +2) Effect: Your power only works part of the time. Perhaps it only works at night, while you’re bathed in sunlight, or underwater. In any case, your power should be useless at least half the time. Cybernetic Implant (Flaw +1) Effect: Your power is not the product of a genetic mutation but rather unique cybernetic implants. Any time you suffer Massive Damage (pg. 95) the Editor-in-Chief may have this power malfunction until the end of the scene (as your implants are assumed to have basic self-repair systems). You may “reboot” a power during the same scene with an expenditure of a Plot Die. Special (Limitation): As cybernetic implants are part of you, you cannot combine this flaw with the Removable Item modifier. External Power Source (Perk +0) A power with this modification possesses its own power source; it may be a piece of technology, limited ammunition, or a mystical item which pulls power from the beyond. Such abilities may only be applied to powers with a burnout value. This power source possesses its own Burnout Threshold equal to 10+ the highest power’s passive modifier, +1 for each additional power beyond the first that taps into that power source. Unless you’re a Tech Hero, you may only possess a single External Power Source which multiple powers may tap into. Zombies don’t smile.
Book One 71 Fatiguing (Flaw +2) Effect: This flaw may only be applied to a power with a Burnout value; increase the power’s burnout cost by half its base burnout value. Limited Uses (Flaw +1, +2, +3) Effect: Your power runs off a limited power source; maybe you deliver your elemental blast power though arrows, specialized gyro-jet ammunition, or your body simply needs time to recharge. Regardless, this power limits the amount of times you may use the power in question on a given day. For most powers, this flaw grants either +2 ranks (for two uses per day) or +3 ranks (for one use per day). For powers that last for a full scene, this flaw grants either +1 rank (for two uses per day) or +2 ranks (for one use per day). Alternately you may, at the Editor-in-Chief’s discretion, be able to rearm/ recharge between scenes with the expenditure of a Plot Die. Due to the nature of this Advantage, you do not suffer burnout when utilizing a power with this tweak. Limitation (Flaw +1, +2, or +3) Effect: A power with this particular limitation does not work under specific conditions or against specific items, materials, or even items with particular characteristics. For example, your Fire Powers may not be able to affect water. Thus your Elemental/Energy Blast (Fire) will not work against someone with Elemental/Energy Sheath: (Water or Ice). Or you may not be able to use any of your fire powers while in a heavy downpour. At the Editor-in-Chief’s discretion, this Power Flaw may be worth 1, 2, or 3 power ranks depending on how common the vulnerability may be. For example, water may be worth +3 due to its prevalence, while a vulnerability to refined uranium would be worth +1. Alternate uses for the Limitation Power Flaw You may utilize the Limitation power flaw to facilitate countless possible flaws and limitations. But be forewarned, players may use this flaw to tweak out their heroes and enhance their powers for little or no cost. To see some interesting uses of the Limitation flaw see the Allies and Rogues Gallery section. Linked (Flaw +1) Effect: This tweak must be applied to more than one power; all powers with this flaw are linked together though a central theme; for example Super-Human may have all their powers based along a central power such as Telekinesis. Any time linked powers are improved, all the linked powers must be improved at once. Thus, if you possess three linked powers, you must improve all three powers simultaneously. Penetrating (Perk -2) Effect: Your power is particularly effective against armor, natural or otherwise. This Tweak can only be applied to a power that attacks a stated defense; your power ignores half of your Passive Power Modifier in AR. Power Armor (Flaw +3) Requirement: Tech Hero Only Effect: Power Armor represents an armored suit which empowers and protects the Hero within. When creating a suit of power armor the hero may simply apply this Power Modification to any number of powers, as long as one of those powers is the Armor power. All Power Armor possess the following Power Modifications; Removable Item, External Power Source (with the external power source’s Burnout Threshold being increased by the Hero’s passive Logic modifier), and Unpowered Form (with the time required to put on the armor being two continuous Demanding actions instead of one. You may reduce this time to a single Demanding action by reducing the bonus ranks granted by this flaw by 1). Lastly, during character creation any Enhanced Attribute (Might, Prowess, and Quickness), Enhanced Senses, Flight, or Life Support powers become Primary Powers regardless of the hero’s Archetype as long as they are part of a suit. Special (Limitations): You may apply additional Power Modifications to powers independently, but are limited to Accurate, Fatiguing, Limited Uses, Linked, Penetrating, Secondary Effect, and Static. Special (Multiple Suits): A hero may possess more than one suit of armor, applying this flaw to individual power suits, with powers within each power suit being tracked as individual powers. Good leaders don’t piss off the entire enclave at once.
Book One 72 Removable Item (Flaw +1/+2) Effect: Your power is built into an item that is vulnerable to a Disarm attempt or may be stolen. This Power Modification is worth +1 Rank. Any ranged attack powers that possess this flaw also requires the Hero to utilize the Ranged attack skill to hit instead of the power’s rank; thus ranged powers gain 2 ranks. All technology suffers from the tech hero disadvantage “unreliable at the best of times” Secondary Effect (Perk -1/-2) Effect: One of your powers possesses a useful additional effect. Choose one of the following conditions; once per scene you may apply this additional effect to your power by spending a Simple action to power up. When you use this perk you must not only successfully hit the target with your power’s primary attack, you must also surpass the secondary effect’s stated defense for the secondary effect to apply. If you fail to defeat this secondary defense, you still apply your power’s primary effects. Secondary Effects 1-13 Condition Defense Rank Cost Blinded* Fortitude -2 Crippled* Fortitude -1 Deafened* Fortitude -1 Exhausted* Discipline -1 Frightened* Discipline -2 Prone Fortitude -1 Complex Push Discipline -1 Shaken* Discipline -1 Stagger Fortitude -1 Stunned Fortitude -2 *See additional notes below Blinded and Frightened: Targets affected suffer these secondary effects for a number of ticks equal to the powers passive modifies +1. Crippled, Deafened, Exhausted, and Shaken: These secondary effects remain in effect until the end of the scene. Slow (Flaw +2/+3) Effect: You may only apply this modifier to a power with a Speed cost. Your power takes longer to use; the power becomes interruptible, and requires an additional Simple action to activate. If the power this flaw is applied to requires a Trivial or Simple action, it now requires a Complex action to activate. Doing so increases the power’s rank by 2. Alternately, you can choose to have a power that requires two additional Demanding actions to utilize. Doing so increases the power’s rank by 3. Trigger (Flaw +2) Effect: Your power requires an emotional trigger for you to access it. You determine the emotion with your Editor-inChief; once set, you may only use the power whenever you feel this emotion or you successfully make a Routine (TN: 15) Mettle (Re) Action Roll. If you succeed, you have access to your power for the rest of the scene. If you would not be experiencing that emotion and fail the roll, you may not access this power for the rest of the scene. Powers such as Mind Control can affect the Hero’s emotional state, allowing them to effectively shut down a power before the end of the scene by changing the Hero’s emotional state. Unpowered Form (Flaw +1) Effect: Not only are your powers not on all the time, but you don’t have access to them until you make a transformation (either by saying magic words, changing your physical form, or only available when another power is in use). You may only remain in your empowered form a number of hours per day equal to your Vigor score; these hours need not be consecutive. Lastly it takes a Demanding action to change into your empowered form, but unlike other Demanding actions, you may not benefit from any powers limited to your empowered form, until that action is complete 6 ticks later Super Zombies have weaknesses, but they’re still zombies. If an easy-to-reach big box still has a lot of stock, then there has to be a reason.
Book One 73 The Role of Equipment The role equipment plays in your game corresponds to the type of story you intend to tell. In gritty games equipment may, at times, become more important than weapons. A water filtration kit may be worth far more than a trusty firearm; plastic bottles become highly sought after to store water after rain storms; basic medical equipment and medications become as essential as food. In such gritty games, the Editor-in-Chief is encouraged to make the acquisition of necessary equipment a focal point, as items can draw the Heroes into danger and force them to take greater risks than they would normally. In gritty games, rumors of a boarded up pharmacy or a gasoline truck trapped on an overpass on the other side of town become real motivators. In a Campy game, equipment becomes much less important, and in all honesty should be more of an afterthought. The heroes always find what their enclave needs when they need it. The exploring of a new area becomes the focus, rather than the items salvaged. While locating some equipment can still be a big deal, the equipment is more substantial such as generators, solar panels, or an ambulance with only one zombie in it! Batteries There is no escaping it: a lot of survival gear utilizes batteries. Many of these devices were never intended for extended survival conditions, and while there are several solar powered survival solutions (such as backpacks with built-in solar panels to help recharge batteries), these devices are quite rare. Some players, especially ones playing Heroes with the Engineering (Electrical Engineering) skill, will attempt to utilize small solar cells or create wind powered recharge stations. Just keep in mind that all batteries only have a limited number of recharge cycles and may give out at any time… usually when it’s least convenient. Complications with equipment Even in our real lives stuff sometimes seems to stop working when we need it most. A common trope in zombie movies is having your gun jam or the flashlight’s LED transformer finally gives out just when you need it most. Regardless of the type of game you are running, malfunctions can be used to heighten the tension of a scene. A flat tire can turn an easily handled situation into a matter of life and death. Don’t be afraid to use it. GEAR
Book One 74 7. 2- Throat communicators with 1- 2 way radio/walkietalkie* 8.Well-worn leather Tactical gloves Technician Pack 3 (Utility Belt): 1. Banged up Shake Flashlight 2. 2 way radio/ walkie-talkie* 3. Solar Powered Jump Starter 4. 100-Piece Mechanics Tool Kit missing 25 pieces OR 100- Piece Home Essential Tool Kit missing 25 pieces 5. Workman Gloves 6.Multi-Tool 7. Tool Belt 8. 16GB Solar powered MP3 player with 14GB of movies, music and apps preloaded Medic Pack 4 (Water-resistant High Capacity Duffle) 1.Medical Pack - Tactical Response Pack 2.Fast fold Litter 3.Flare gun and 5 flares 4.3- Emergency Survival Food Ration Packs 5.1 Liter Hand Powered UV Water Purifier (8,000 water treatments) 6.Climbing Kit 7. 4- 12 hour Light sticks 8.Utility Folding knife Bystander Pack 5 (Water-resistant Backpack) 1. 7- Emergency Survival Food Ration Packs 2.3 Liter Hand Powered UV Water Purifier (8,000 water treatments) 3.Compass OR GPS* 4.Standard First Aid Kit 5.Bivouac Sack 6.2- 12 hour Light sticks 7. Climbing Kit 8.Multi-Tool Acquiring starting gear All Heroes begin play with the following: • A single firearm or archaic ranged weapon. o Firearms start with 2 reloads worth of ammunition and an extra magazine or drum as necessary while archaic ranged weapon come with 20 arrows/bolts in a quiver. • A single melee weapon. • A single starter pack. • Additional Items: You start play with a number of Acquisition Points (AP) equal to your combined starting ranks in Scavenge and Urban Survival; you may use these points to acquire additional weapons and equipment. You may not use APs to acquire a working vehicle. Starter Packs All heroes start with one of the following packs. Items provided within these packs are commonly mismatched and pretty run down, and can exhibit unexpected malfunctions at the Editor-in-Chief’s discretion. Items marked with an (*) are battery powered. Survivalist Pack 1 (High Capacity Water Resistant Backpack): 1. Banged up Shake Flashlight 2. Patched up bivouac Sack 3. 3 Liter Hand Powered UV Water Purifier (8,000 water treatments) 4. EMT Medical Field First Aid kit (4 uses left) 5. Compass OR GPS* 6.Mess Kit Ration (7 days’ worth) 7. Flare gun and 4 flares 8. Collapsible Fishing Rod Infiltrator Pack 2 (Water-resistant Tactical Ergo Pack): 1.Night scope and scope mount OR Laser sight and mount OR Pocket Lockpick Set 2.Water Resistant Night Vision Binoculars* 3.Tactical Holster Vest OR Tactical Sheath Utility Belt 4.1 clip/magazine of ammo OR 2 Hand Grenades (any) 5.Climbing Kit 6.Gas Mask
Book One 75 Weapons Practically everyone is armed now after Z-Day, and while some people have been particularly lucky to retrieve some reliable, real weapons, most make do with what they have. Guns in particular have become a blessing and a curse for many enclaves, though a reliable machete is worth five times its weight in military rations. Firearms Firearms deal damage based upon their ammunition, not upon the firearm itself. For the sake of simplicity we have broken down ammunition and different firearms into basic categories. When specifying a Firearm, choose a Firearm Type and its ammunition; thus an AR-15 would be a Standard Issue Tactical Rifle which utilizes Assault Ammunition. Archaic Missile Weapons The predecessors to modern firearms, these share many of the same qualities described below. Unlike most firearms, however, these weapons must be reloaded after every shot. Cost AP: This is the firearm’s cost in Acquisition Points. This cost is only paid when your Hero is acquiring an additional weapon. Weapons acquired as additional equipment have a single reload worth of ammunition. Heroes may acquire additional reloads at the cost of 1 AP per reload. Rounds: This is the number of rounds the firearm can hold and what the weapon uses to load the ammunition; weapons with a #m and #d indicate that the firearm utilizes magazines or drums respectively. #c indicates that the weapon utilizes a cylinder, and weapons with only a number hold their rounds internally, with such weapons being reloaded one round at a time. Reload: This is how long it takes to reload the weapon. For example, it would take a Demanding action to reload a Bolt-Action Rifle. If a reload time is marked with an (*), the reload time represents how long it takes to reload 1 round. The character may opt to reload more than one round during the same action by increasing the reload time one step. For example, you can reload 3 rounds into a Hunting Shotgun as a Demanding action. Ammo: This indicates the typical types of ammunition a particular firearm were manufactured to fire (with L for Light, M for Medium and so on). Once chosen, the firearm may not fire any other type of ammunition. The Editor-nChief may assign a particular ammunition type or simply utilize the ammunition’s general category depending on the game’s flavor. For example, you may have a medium semiauto or a heavy revolver. Q (Qualities): B: Burst, Dub: Double Barrel, R: Extended Range and S: Spray. Both Burst and Spray firing modes are covered under combat, pg 93. Double Barrel (Dub): You may fire one or both barrels in a single attack. If you fire both barrels, you roll double the ammunition’s damage die (this does NOT double your attribute die). Extended Range (R): Weapons with this quality suffer no penalties for attacking targets farther than 4 areas away, up to a maximum range of 20 areas. If you use such a weapon to attack someone within 4 areas you suffer double the penalties for firing at range, and receive a -2 penalty when firing at targets within the same area. Impact: This value is added to the damage rolls only to determine if the target has suffered massive damage (See pg. 95). Range: The ammunition’s range in areas. Remember that firing beyond your range imposes a -1 penalty to hit per area (with the exception of weapons with the Extended Range quality, see above). Other Modern Weapons Other weapons commonly duplicate powers in one aspect or another, and possess their own base attribute die, which is presented as the first die value under its description, and is rolled only when dealing damage. When rolling to hit, utilize the attacker’s skills and attribute die normally. When a Range is presented, that range overrides the range of the base power. Secondary Effects are always activated and require no additional time on the part of the attacker. Heroes may not choose any of these weapons during Hero creation without the permission of the Editor-in-Chief. Grenade Launcher: These weapons may fire Concussion, Fragmentation, Incendiary, Tear Gas, Knock-Out Gas, Poison Gas, or Smoke grenades at a 10 area range. Flare gun d8, Elemental/Energy Blast (Fire) 3, 1 round. When fired into the sky the flare can be seen as far as 5 miles away. It can also set targets on fire (see continuous fire damage, pg. 96). Flamethrower: d10, Elemental/Energy Blast (Fire) 15, Range (Pass), 5 “Rounds” of fuel. A flamethrower can set targets on fire (see continuous fire damage, pg. 96). Flamethrowers can use normal fuel but doing so reduces the weapon’s effect to Elemental/Energy Blast (Fire) 10.
Book One 76 Table 1-14: Firearm Type Type Cost AP Rounds Reload Ammo Q Examples Hand Guns Revolver 1 6c Dem. L, M, H 357 Magnum, Colt Python Semi-Auto 1 15m Sim. L, M Glock, Desert Eagle Auto-Pistol 2 20m Sim. L, M S, B Glock 298, MP5K, UZI Rifles Bolt-Action 1 5 Dem. L, M, A, H R Savage 340, Remington 788 Double Barrel 1 2 Sim.* H, SH Dub., R Holland and Holland Double Role Side by Side Hunting 1 6 Dem. L, M, A, H R K1-V-BBZ, Marlin 336XLR Sniper 2 6 Dem. A, H, SH R Dragunov, M82, M110 Assault Rifles Tactical 2 30m Sim. M, A S, B FAMAS, P90, TAR-21 Standard Issue 2 20m Sim. A S, B ACR, AR-15, M-16, AK-47 Machine Guns Small 3 40m Com. A, H S, B M240, MG4 Large 4 200d Dem. H, SH S, B XM370, Minigun Shotguns Double Barrel 1 2 Sim.* Ver. Dub. Winchester Model 24 Hunting 1 5 Sim.* Ver. Benelli Nova Tactical 2 8m Sim.* Ver. AT-14, Bullpup Saiga-12 Assault 3 50d Sim. Ver. S, B AA-12 Table 1-16: Firearm Ammunition Standard Firearm Ammunition (all firearms with the exception of shotguns) Cartridge Damage Impact Range Examples Light d6 +1 8 .22 Medium d8 +2 10 9x19mm, 10mm, .45 APC Assault d10 +4 60 30-06 Springfield, 5.45×39mm Heavy d12 +6 22 357 Magnum, .50 AE Super Heavy 2d8 +8 200 .50 BMG, .600 Overkill, 404-40 Shotgun Ammunition Shell Damage Impact Range Light d6 +2 8 Bird Shot Med d8 +4 7 4 Bucks Shot Heavy d10 +6 6 00 Buck Shot Table 1-15: Archaic Range Weapons Weapon Cost AP Damage Reload Impact Range Examples Bow 1 D6 Sim. - 10 Reserve Bow, Long Bow Composite Bow 1 D8 Sim. +1 20 Bear Legion Crossbow 1 D8 Complex +2 20 PSE Copperhead Table 1-17: Other Modern Weapons Weapons Cost AP Grenade Launcher 4 Flare gun 1 Flamethrower 4 Stun Gun/Taser 1 Grenades Fragmentation 1 Flash bang 1 Concussion 1 Incendiary 1 Tear Gas 1 Knock-Out Gas 1 Poison Gas 1 Smoke 1 Molotov 1
Book One 77 Stun Gun/Taser: d12, Elemental/Energy Blast (Electrical) 8/Secondary Effects (Prone and Stun), Range (1). A stun gun or taser can set targets on fire (see continuous fire damage, pg. 96). Grenades Using Grenade-like weapons: Grenades are thrown weapons; the Range indicated below represents the areas affected by the explosion or gas. Grenades do not attack a particular target but everyone within a single area. When attacking with Grenades the attacker need only succeeded in an Easy (TN: 10) Ranged (Thrown) attack roll. If the attack roll fails, the result is that the grenade lands in a random adjacent area. Fragmentation: d12, Elemental/Energy Explosion (Melee): 11, Range (2). Flash bang d8, Elemental/Energy Explosion (Sonic): 6/Secondary Effect (Blind), Range (2). Concussion d10, Elemental/Energy Explosion (Force): 11/Secondary Effect (Prone), Range (2). Incendiary d12, Elemental/Energy Explosion (Fire): 11, Range (1), Can set targets on fire (see continuous fire damage, pg. 96). Tear Gas d10, Poison 10/No-Damage, Secondary Effects (Blind and Stun), Range (3). Knock-Out Gas d8, Poison 10/ No-Damage, Secondary Effect (Knockout), Range (1). Poison Gas d10, Poison 10/Secondary Effect (Staggered), Range (1). Smoke d12, Darkness 10, Range (5). Molotov The easily created Molotov cocktail has become quite common in the post-apocalyptic world of Rotted Capes and is often the most common cause for the loss of possible salvage once a fire goes totally out of control. d8, Elemental/Energy Explosion (Fire): 6, Range (1), Can set targets on fire (see continuous fire damage, pg. 96). Melee Weapons Unlike other weapons, melee weapons are more generalized. See the table below (table 1-19 Melee Weapons). Remember, weapon damage is always rolled in conjunction with the attacker’s Might die. Anytime someone uses anything as a melee weapon, refer to the table below. If a specific weapon is not on the list simply look for a comparable item and use the damage listed. Table 1-18: Melee Weapon AP cost Damage Die Cost AP 1d4 to 1d8 1 1d10 to 1d12 2 Table 1-19: Melee Weapons Melee Examples Melee Weapons d4 Pick/Screwdriver, Hunting Knife, Glass Shard, Shuriken, Throwing Knives d6 Lead Pipe, Hammer, Hatchet, Ka-Bar, WW2 Trench Knife d8 Bat, Fire Extinguisher, Ninja-To, Machete, Police Baton, Short Sword, Shovel, Spear, 2x4, Replica Katana d10 Circular Saw, Fireman’s Axe, Authentic Katana d12 Chainsaw (Running) 2d8 Light Pole, Any item that weighs 100lb - 900lb 3d8 Trash Dumpster, Any item that weighs 500lb - 900lb 5d8 Car, I-Beam, Any item weighs 1 ton +5d8 For each additional 2 tons of weight - Melee Weapons When Thrown: Anytime a melee weapon is thrown, apply a die penalty to the weapon’s damage die to a minimum of d4 For example, if Titan throws a trash dumpster it deals 2d8 (Mi) instead of 3d8 (Mi). - Weapons over d8 damage require two hands to use effectively, unless the creature is large or of greater size, at which point use your best judgment. Firearm accessories/Tactical Gear The following is a list of common tactical gear. With the prevalence of tactical gear throughout the United States, there is a good chance Heroes may start out with such gear. In other countries where firearms are more controlled, these sought-after items may be a little harder to come by. While this list is nowhere near a complete list of possible tactical gear, the ones listed have tangible in-game effects. Of course, you can always add more to your game with the approval of the Editor-in-Chief.
Book One 78 Table 1-20: Firearm Accessories /Tactical Gear Tactical Gun Accessories Cost AP Tactical Rail system 1 Tactical Flashlight 1 Tactical Laser point sight 1 Silencer 2 First Aid Kits Standard first aid kit 1 EMT Medical Field Kit 2 Tactical Response Pack 3 Full Medical Response Pack 4 Body Armor Tactical Body Armor 3 Reinforced Clothing 1 Ballistic Vest 1 Archaic/Makeshift Armor Boiled Leather Armor 2 Chain Mail 3 Heavy Clothing 1 Shields Riot Shield 2 Classic Shield 1 Optics Tactical Dot Sight 1 Standard Hunting Scope 1 Tactical Sniper Scope 2 Night Vision Sight 2 Night Vision Goggles • Simple Night Vision 1 • Tactical Night Vision 2 Armor Worn, non-power based armor possesses two attributes: AR (Armor Rating) and Bulk. Armor Rating reduces the amount of damage suffered by its value. This reduction is applied before possible massive damage can be determined. AR provided by worn armor is split into three values: Ballistic (covers firearms and other piercing weapons such as arrows), Melee (which includes Kinetic energy), and Energy (all forms of energy damage excluding Kinetic and Mental). Bulk is applied as a penalty to the wearer’s Avoidance defense as well as all Action Skill Rolls which require Might or Quickness. Body Armor Tactical body armor has come a long way over the last few years with some higher end companies utilizing Newtonian liquids/gels to stop high-impact rounds while still allowing for a wide range of movement. Sadly for survivors, zombies are not well known for their use of firearms. Tactical Body Armor (AR vs. B 6/M 3/E 2, Bulk: 2) Commonly used by military and specialized law enforcement, tactical body armor consists of ballistic vests and reinforced clothing, including knee and elbow pads. Reinforced Clothing (AR vs. B 2/M 2/E 2, Bulk: 1) A very expensive form of body armor, reinforced clothing is made of Newtonian fibers. While it does not afford a lot of protection, it grants balanced protection against many attack forms. Before Z-Day hit, Reinforced Clothing had become the “go-to” armor among Heroes and villains alike. Ballistic Vest (AR vs. B 6/M 1/E 1, Bulk: 0) This is your standard Kevlar vest; very good against ballistic attacks, but almost worthless against melee and energy attacks. Archaic/Makeshift Armor Over the last few years some people have attempted to recreate some older forms of body armor. While they afford protection against melee attacks, it is much harder to maneuver in them. Chain Mail (AR vs. B 1/M 5/E 1, Bulk: 3) A form of armor made from linked steel rings, some survivors have started to make this kind of armor from snipped coiled leather which they then link and solder together. Boiled Leather Armor (AR vs. B 0/M 3/E 0, Bulk: 1) Uncommon to say the least, but some survivors turned to using boiled cow leather. These sets are molded to each individual, and although a set can be worn by anyone, they are increasingly uncomfortable to wear if not molded to you, granting an additional point of Bulk to anyone for whom they were not specifically made. Heavy Clothing (AR vs. B 1/M 2/E 0, Bulk: 0) Any attire that is either made of heavier material (such as a leather trench coat) or designed for sports protection (hockey/ skating pads) can be worn with Ballistic Vests, in which case the higher ARs prevail. Wearing both imparts 2 points of bulk. Super-villains may play hero because they have to, but they’re still villains.
Book One 79 Shields Previously limited to riot control and as the chosen calling card of a few heroes, shields have come back into some use after Z-Day. Shields give their wielder a +1 bonus to their Avoidance, with any attack which missed the hero’s avoidance by 1 striking the hero’s shield instead. Makeshift shields utilize the material’s MS and Hits as if they were only 1 inch thick; actual shields are reinforced and made to deflect damage and as such possess more hits than their material would afford. Riot Shields are made of transparent reinforced Plexiglas, and though they are very handy, they are not as rugged as classic shields. Riot shields possess MS: 12, Hits: 2 Classic Shields are made of reinforced wood with a steel brace or are many times simply made of steel; though they are heavy and a little ungainly, these shields are incredibly resilient. Classic Shields possess MS: 20, Hits: 6 Tactical Accessories and Sights Tactical Rail System - These systems can be added to any firearm, allowing for the mounting of a site, tactical flashlight, laser pointers and so on. Being mounted on the firearm frees up the character’s other hand. Tactical Flashlight – Tactical Flashlights are small, powerful LED flashlights which can be mounted upon any firearm equipped with a tactical rail system. The batteries on these flashlights last for about 40 hours of continuous use. These lights provide directional bright light up to a range of two areas and shadowy light for an area beyond that. Tactical Laser Point Sight – These sights may be mounted upon any weapon with a tactical rail system. When used, they give the shooter a +1 bonus to hit when attacking any target within 3 areas. These Laser Sights produce a huge drain on their batteries, and only last for a few hours of continuous use. Luckily most point sights possess “trigger pads” which allow them to be turned on right before firing at a target. Under such conditions, a set of batteries will last about 2 months of active, daily, use. Silencer – A silencer can be utilized on any firearm that fires light, medium, or assault rounds, but will only last for a limited number of shots (about 100 rounds). Hearing a Silenced firearm requires a successful Challenging (TN: 20) Perception (Hearing) Action Skill Roll. Firearm Sights Tactical Dot Sight – These sights may be mounted upon any weapon with a tactical rail system. When used, they give the shooter a +1 bonus to hit when attacking any target within 2 areas. Standard Hunting Scope – These sights can be mounted on any rifle. They do not require a tactical rail system. These scopes grant the weapon the Extended Range quality, up to a maximum of 10 areas. Tactical Sniper Scope – These sights can be mounted on weapons with a tactical rail system. These scopes grant the weapon the Extended Range quality up to a maximum of 20 areas. Night Vision Sight – These sights can be mounted on weapons with a tactical rail system. These scopes grant the weapon the Extended Range quality up to a maximum of 10 areas. Unlike the scopes above, Night Vision Sights grant the user the ability to fire at night as if they possessed Super Sense (Night Vision): 10. This option can be used for 3 continuous hours before requiring a recharge. Night Vision Goggles Simple Night Vision Goggles: These goggles, commonly found as toys, are the most basic level of night vision available. These Goggles grant their wearer Super Sense (Night Vision): 8 for 8 hours’ worth of continuous use. Tactical Night Vision Goggles: Modern military spec goggles, these goggles grant their wearer Super Sense (Night Vision): 15 for 12 hours’ worth of continuous use. First Aid Kits Medical Kits come in several sizes, from small standardsized medical kits to backpack-sized advanced medical packs. While some kits simply have more supplies then others, we suggest that you shy away from the minutia of tracking every bandage and every dose of antibiotic. Though we give these kits a static bonus to specific skills, the current state of these packages and when they run low is within the preview of the Editor-in-Chief. Unless they check regularly, Heroes may very well be caught by surprise when one or two supplies suddenly run out. The Editor-in-Chief should treat first aid kits much like character flaws; at any time the Editor-in-Chief may declare that the first aid kit is short of one or more needed pieces of equipment or essential medication. The players may accept the result and play through it, gaining a Plot Die, or counter it though the expenditure of a Plot Die. Regardless, once the Editor-in-Chief declares a first aid kit is starting to run low, the Heroes better start looking to refill their stockpiles.
Book One 80 Building a Medical Kit - With some time, Heroes trained in Medicine may be able to assemble the equivalent of a Full Medical Response Pack. Although there are no hard and fast rules for this, it’s a nice way to reward players who are actively attempting to do so. Of course, you can always require the expenditure of a Plot Die or two along the way. Standard first aid kit – These are the standard first aid kits found in most homes and the trunks of most high end cars. While this kit does not grant a bonus to a Hero’s Medicine Action Skill Rolls, it is considered to be the right tool for the right job and as such negates any relevant penalties. EMT Medical Field Kit – A larger kit, commonly carried in a modified tool/tackle box, these kits come with a large variety of bandages, pain relievers, antibiotic packages, instant ice packs, and some basic surgical tools. Any Hero utilizing this kit gains a +2 bonus to all Medicine Action Skill Rolls. If a Hero is being treated for a disease or attempting to recover Wounds while being treated with this kit, they gain a +1 bonus to their Fortitude and Vigor Action Skill Rolls respectively. Tactical Response Pack – Standard military backpack, these kits are highly sought after, packed with everything found in the EMT Medical Field Kit (just more of it) as well as ammonia inhalants, liquid bandages, trauma dressings, and emergency surgical tools. Any Hero utilizing this kit gains a +3 bonus to all Medicine Action Skill Rolls. If a Hero is being treated for a disease or attempting to recover Wounds while being treated with this kit, they gain a +2 bonus to their Fortitude and Vigor Action Skill Rolls respectively. Full Medical Response Pack – Also known as a portable hospital, these packs are extremely rare, limited to military, police, emergency response units, and the occasional survival nut. These packs come with everything found in both the Tactical Response Pack and EMT Medical Field kits (just more of it) as well as CPR mask, blood pressure kits, cervical collar, blood clotting spray, burn spray, and so on. Mere rumors of small stockpiles of these packs have led more than one Hero to their deaths. Any Hero utilizing this kit gains a +5 bonus to all Medicine Action Skill Rolls. If a Hero is being treated for disease or attempting to recover Wounds while being treated with this kit they gain a +3 bonus to their Fortitude and Vigor Action Skill Rolls respectively. Other Equipment Here is a list of common equipment; some of these items have actual game mechanics as described below. This is not a complete list of gear and goods. Feel free to browse through camping gear catalogs, sportsmen, survival, and tactical gear websites. With the permission of your Editorin-Chief, you may acquire such gear during Hero creation. Table 1-21: Other Equipment Item Cost AP Backpack 1 Batteryless “shake” Flashlight 2 Binoculars 1 Binoculars (Night Vision)* 2 Bivouac Sack (1 man tent) 1 Canteen 1 Climbing Kit 1 Compass 1 Duct Tape 1 Field Kit 1 Fire Extinguisher 1 Firearm Maintenance Kit 1 Flashlight* 1 Flint and striker 1 Gas Mask 2 Grappling hook 1 Hand held GPS, Civilian 2 Hand held GPS, Military 3 Handsets, 2-Way Radio, Walkie-Talkie 1 Lantern – Solar, Battery*, Gas 1 Lockpicks 1 Maps 1 Multi-Tool 1 Rope (Hemp) 30’ 1 Rope (Kevlar) 30’ 2 Rope (Nylon) 30’ 3 Rucksack 1 Sleeping Bag 1 Solar/Crank radio 2 Tent 1 Tool Kit, Partial 1 Tool Kit, Complete 2 Water Filtration Kit 1 Batteryless “Shake” Flashlight These provide light for 36 Ticks, requiring a Demanding action to charge it. These flashlights provide 2 areas of directional bright light and 2 areas of shadowy light beyond that. Binoculars Binoculars grant the user the equivalent of Super Sense (Telescopic Vision): 15 and requires both hands to properly use.
Book One 81 Binoculars, Night Vision This works just like standard Binoculars but they also grant the user Super Sense (Night Vision): 15 as well. Night vision requires 6 AA batteries lasting for 6 hours of continuous use. Climbing Kit These kits consist of hammer, pitons, and hooks, granting the user a +3 bonus to all Athletics: (Climbing) checks. Duct Tape Perhaps the most useful piece of equipment, new, sealed rolls of Duct tape are highly sought after. Duct Tape possesses an effective Might: 4 when used to tape things up. Fire Extinguisher Fire Extinguishers require two consecutive Demanding actions to use, snuffing out fire in a single area. After emptied, an Extinguisher is worthless, except possibly as a club. Firearm Maintenance Kit This kit grants a Hero a +2 bonus on all Engineering [Firearms] Action Skill Rolls when attempting to repair a jammed firearm. Flashlight These LED flashlights provide about 60 hours of continous life on a set of new batteries. They provide 2 areas of directional bright light and 2 area of shadowy light beyond that. Gas Mask Gas Masks provide the wearer with Life Support: 9, but only against gas attacks. These masks have filters which need to be cleaned out after every use. Handheld GPS Many of the GPS satellites continue to work, though some of them have already begun to drift off their orbit. A common GPS can assist someone within 10 areas of their intended location. Military-grade GPS is still very accurate. They may be used to navigate to within 1 area of any location on the planet. Handsets/2-Way Radios/Walkie-Talkie Possessing a battery life of 5 hours and an effective range of 1 mile, these radios have become quite effective, though their reliance on batteries limits their usefulness. Lantern – Solar, Battery, Gas Solar and battery lanterns only require a Simple action to turn on, while Gas powered lanterns require two Demanding actions and a source of fire (such as matches). Lanterns provide bright light to the area they are in and 2 areas of shadowy light to adjacent areas. Lockpicks These picks grant the user a +2 bonus on all Larceny Action Skill Rolls to open mechanical locks. Maps A good map and a compass is all a Hero needs to navigate to any location on the map. Very detailed maps may give the hero a bonus to their Survival and Local Knowledge rolls, but only in reference to the areas on the map. Multi-Tool A good multi-tool is worth its weight in gold. Any time a Hero attempts to make repairs while using a multi-tool to make mechanical repairs (such as to a car or chair), they gain a +1 bonus on all necessary Action Skill Rolls. Rope/Rope (Nylon) 30’/ Rope (Kevlar) 30’/ Standard Rope has an effective Might: 10, while Nylon rope has an effective Might: 13, and Kevlar has an effective Might: 14. Solar/Crank radio These radios have a range of 10 miles, but rarely pick up any signals. Tool Kits Partial tool kits grant their users a +2 bonus on all Action Skill Rolls when performing repairs. Complete tool kits grant a +3 bonus. Water Resistant Items Any “Water Resistant Item” allows the item in question to work in wet conditions, even allowing it to be submerged down to 60ft of water. Fuel and Break Downs Running out of fuel or sudden breakdowns should be treated as part of the narrative. Use such events as a tool (by both the players and the Editor-in-Chief) to shape the narrative. The heroes may think they have a full tank of gas but sometimes gas gauges give false readings, or maybe there was some water in that fuel, or maybe the fuel pump broke, leaking that fuel all over the road. You can use such events to start the Heroes down a new story arc, to add tension, or simply to spice an encounter up. As such, rules for exact ranges and fuel consumption are completely unnecessary. Vehicles Abandoned vehicles now crowd every street and almost every major highway. Helicopters lie dormant in airports, and ships drift the seas filled with the walking dead. Depending upon the enclave and location, heroes may require the use of vehicles, be it for scouting or clearing out areas for scavenge. Most of the time such vehicles will simply become backdrops, providing the heroes a method to get between here and there, but there will be times when those very same vehicles can become a godsend or lead to the Heroes’ doom.
Book One 82 All vehicles have the following qualities; refer to individual vehicle descriptions for any additional rules. Handling This is an adjustment to the Hero’s Drive/Pilot Action Skill Rolls. Such rolls are only required when the driver/pilot is attempting a difficult maneuver (See Vehicle and Mounts, pg. 99). Speed These numbers represent the vehicle’s speed ranks to determine acceleration and top speed, respectively. During combat this translates directly to a number of areas of movement. So a vehicle with 3/10 would have an acceleration speed of 3 areas and a top speed of 10 areas. Acceleration rate is how quick the vehicle gains speed; each Complex action the vehicle can increase its speed by the stated amount until it reaches maximum speed. The car described above would require 4 turns of acceleration (requiring a Complex action each time) to reach top speed. A ground and sea vehicle’s deceleration value (stopping power) is one half their maximum speed, though the driver can always attempt to bring the vehicle to a complete stop as a Demanding action with a successful Challenging (TN: 20) Drive check. Flying vehicles are a different matter; with the exception of VTOL (Vertical Takeoff and Landing) aircraft, such as helicopters, flying vehicles cannot stop moving until they land. Even then, all such aircraft require a landing strip distance equal to one half their maximum speed. Aircraft all possess a maneuverability rating (C) Clumsy, (A) Agile, and (P) Perfect. If a speed is shown as +X, that speed is added to the Heroes’ Pace, with the Heroes’ Pace being that vehicle’s acceleration value. MS/Hits Denotes the Material Strength and the Hits the vehicle can absorb before ceasing to function. Each hit taken also applies a -1 penalty to the driver’s Action Skill Rolls. Pass Number of passengers that may safely ride in the vehicle. Size Some vehicles may take up more than one area (such as Tractor Trailers) but the majority of them are still only considered one area in size. Table 1-22: Land Vehicle Statistics Type Handling Speed MS/Hits Pass Size Bicycle +2 +2 15/1 1 M Golf Cart 0 2/10 15/2 4 L Scooter +1 4/14 15/2 2 M Dirt Bike/ATV +1 4/14 20/2 2 M Motorcycle +2 6/16 20/2 2 L Microcar 0 4/13 20/6 2 L Compact Car +1 5/14 20/6 4 L Sedan 0 4/14 20/8 6 H Sports Car +2 5/16 20/5 2 H Jeep 0 (+2*) 4/13 20/6 4 L Crossover/ SUV 0 (+2*) 5/14 25/8 8 H Minivan 0 4/14 20/5 8 H Van -1 4/14 20/6 10 H Pickup Truck 0 (+1*) 6/14 20/6 2 (+4) H RV/Bus -2 3/14 20/8 10 G Tractor Trailer -2 3/14 20/8 4 (+15) H/G * denotes bonus when driving off paved roads Table 1-23: Air Vehicle Statistics Type Handling Speed MS/Hits Pass Size Single Prop Plane +1 3/15 20/4 4 H Private Jet +2 4/19 20/5 6 H Commercial Jet 0 5/21 20/6 30 H Jumbo Jet -3 5/20 25/10 100 G Table 1-24: Sea Vehicle Statistics Type Handling Speed MS/Hits Pass Size Canoe/Raft/Inflatable +1 +1 15/2 2 to 6 L Jet Ski +3 4/12 15/2 2 M Motor Boat +1 4/12 20/3 6 L Speed Boat +1 4/13 20/4 6 H House Boat -2 2/8 20/8 10 H* Yacht/Commercial Boat -2 3/12 20/8 15 H* Ocean Liner -6 2/12 30/20 200 * Ships with an (*) for their size take up multiple rooms and areas. For example, an Ocean Liner can be 50 areas long, 6 areas wide, and 20 areas in height from the water line. Such ships should have their own maps covering areas such as dining rooms, cabins, engine rooms, and so on.
Book Two Combat (84) Movement (87) Actions in Combat (89) Injury and Death (95) Vehicles and Mounts (99) Running the Game (102) Survival (104) The Cast (106) Threats (107) Zombies (110) Zombie Anatomy (114) Zombie Psychology (114)
Book Two 84 “Shooting Star once told me that what separated us from the super villains was our insistence on fighting fair, even when the odds were stacked against us. Unfortunately, zombies don’t fight fair either. I still miss Shooting Star.” The glory days might be gone, but there’s no lack of conflict in this world. The zombies just keep coming and the Super Zombies still can’t get enough of that hero-on-villain action. This section gives you all the basics for defending yourself and bringing on the pain. How Combat Works Combat in Rotted Capes is fluid. There are no rounds in which each participant performs a select amount of actions, and there is no guarantee that the heroes will find time to do all that they wish. Instead, each Hero takes a sequential turn in a round and combat flows organically at a fast pace. Combat follows this sequence: • Determine which Heroes are aware of their opponents. If all Heroes are aware of at least one opponent, then there is no need for Surprise. • Each Hero or mob rolls Initiative and sets their Clock to the result. • Each Hero takes their turn when the Master Clock matches their personal Clock. • Each Hero advances their Clock by the Speed cost of their action. • Repeat steps 3 and 4 until the battle is complete. The Clock To reflect the fast and furious nature of combat in a fourcolor world (not to mention the unpredictability of zombie horror), it is tracked on the “Clock”. Each character (or group of minions) has a Clock to track his own opportunities to act and the Editor-in-Chief maintains the Master Clock as the governing measurement of time. Whenever the Master Clock matches the Hero’s Clock, it is time for that hero to take their turn. It is recommended that a device be used to record the Clock. Pencil and paper will suffice, as will a d12 or the Action Dial™ available from Paradigm Concepts. Each Hero’s action has a Speed, which determines how long the action takes to accomplish and when the Hero can take their next turn. Once an action is complete, the Hero advances his Clock by a number of Ticks appropriate to the Speed of his action. The Clock starts at 1 and resets after 12. This reset provides a general sense of how much time has passed and a handy measure for the Editor-in-Chief to time events and arrivals. Rather than define a precise measure of time, the plot dictates what indeterminately short period of time a Tick represents. Actions and Speed Costs In Rotted Capes, all actions fall within 4 different speed categories: Trivial, Simple, Complex, and Demanding actions. Trivial Actions cost 1 tick, Simple Actions 2, Complex Actions 4, and Demanding Actions cost 6 ticks. During your turn you may perform a Trivial Action, a Simple Action, and either a Complex or Demanding action, adding up all Speed costs. For example, you may perform a Trivial, Simple, and Complex Action together as a Speed 7 action. You are not required to combine actions; for example, you may take only a Simple action and act again 2 Ticks later. Initiative At the start of a battle, each Hero and the Editor-in-Chief (for the bad guys) roll Initiative to determine when to take their turn. This is determined by rolling a number of d10s equal to their Initiative score. The Hero then chooses the lowest result and sets his Clock to that value. If two or more Heroes/threats have the same Initiative result, then they act in the order of their Initiative score (highest first). Any Heroes/threats still tied should simply roll off to determine Initiative order. This tiebreaker applies at any time Heroes are acting on the same Tick of the Clock. It may be handy to note in which order tied heroes will act before combat begins. Heroes on the same side may freely determine the order in which they elect to act. Once Initiative order is determined, start the Master Clock at 1 and begin to act. Example: Silver Star is scavenging the last cans of food from a corner market while Red Falcon stands guard outside the front door. Unfortunately, neither of them thought to check the back room and three zombies rumble out while Silver Star stuffs food into her backpack. The zombies, per usual, weren’t being particularly stealthy so Silver Star spots them immediately. COMBAT Everyone changed after the Z-Day.
Book Two 85 Silver Star’s Quickness Attribute is 10 and her Passive Quickness Value is 4. Her player rolls 4 d10s, with results of 4, 6, 6, and 9. Silver Star’s clock is set to 4. As long as none of the zombies act before 4, Silver Star acts first. Red Falcon remains surprised until 4, when Silver Star can alert him. If the zombies attack first, then they’ll have a +2 Tactical Edge to attack him. Once Silver Star alerts Red Falcon, he may roll his initiative and add his lowest result to the Tick that Silver Star informed him. Initiative and Mobs When it comes to groups of Animals, Bystanders and Zombies (but not Super Zombies) they are handled a little differently. Such groups, designated as mobs, possess their own Initiative Clock, which is always advanced by the Speed of the slowest action performed by a member of that Mob. Push Some actions and circumstances stun or provoke hesitation on the part of the Heroes. These effects Push a Hero’s Clock, which means that the Hero advances his Clock by a given amount without acting. A Hero may only be subject to one Push effect at a time. If a Hero is subject to a Push effect and then suffers a greater Push, the Hero’s Clock advances by the difference. If the Hero is currently under the effects of a Push, that Hero may not perform any action with a Speed cost reflected as a Push. So, if you were affected by a Simple Push (advancing your clock by 2), and later are affected by a Complex Push (Push 4) before your next action, you advance your clock by an additional 2 instead of the full 4. Were you instead affected by a Trivial Push after a Simple Push, it would have no effect. Interruptible Actions Actions that require a great deal of concentration are Interruptible, meaning that interference from others can prevent the completion of the act. Unlike other actions, an Interruptible Action does not resolve until the Master Clock advances to match the Hero’s Clock. Actions that Push the Hero’s Clock delay the resolution of the Interruptible Action. A Hero can abandon an Interruptible Action at any point, immediately resetting his Clock to match the Master Clock. If the Hero does not elect to abandon the action and suffers damage, the Hero must succeed on a Resolve Action Roll. The TN for this Action Roll is equal to 10+ the amount of damage suffered. If failed, the Hero may still choose to continue with the action by taking an amount of Push dependent upon the amount of damage suffered. This starts as a Trivial Push for 1 point of damage and increasing to the next longest Push at every 5 points of damage (rounded down). Thus, a Hero taking 15+ points of damage suffers a Demanding Push. If the interrupted Hero suffers Wound damage, the Interruptible Action automatically ceases and the Hero must make the Resolve Action Roll to avoid having his Clock Pushed as if he was still performing the action in question.
Book Two 86 Example: The Nullifier is trying to nullify the Super Zombie Flaming Fist’s Fire Generation power. Nullify requires a Demanding Action and is noted as an Interruptible power. Nullifier goes on Tick 4, indicating that he won’t be able to nullify the power until Tick 10. If Nullifier suffers 10 points of damage from Flaming Fist’s fire blast, he must succeed on a Resolve Action Roll if he wants to continue using his power. . If he fails he suffers a Complex Push (+4 speed), and his Nullify power will now come into effect on Tick 2 of the next cycle. Joining Combat Any Hero that enters a combat in progress simply sets their personal Clock to the current Tick, or to a later Tick as instructed by the Editor-in-Chief. There is no need to roll Initiative. Surprise When combat starts, if a Hero is unaware that a battle is about to begin, then that Hero is Surprised. The player rolls Initiative as normal, but does not set his Clock to the result. Once the Hero becomes aware of combat (either by being attacked or by being warned by an ally during an earlier tick), set the Hero’s Clock to match the Master Clock and then advance it a number of Ticks equal to his Initiative result. This delay represents the Hero’s readiness to react, much like the original Initiative result would. Surprised Heroes grant a Tactical Edge to their opponents until their first action. Combat Characteristics Each Hero has certain statistics that govern effectiveness in combat. This section summarizes each of these characteristics and details how to make use of them. Defenses Each Hero has three Defenses – Avoidance, Discipline, and Fortitude – that collectively reflect the ability to avoid or resist attacks of all kinds. Defenses can be temporarily lowered by many circumstances. For example, running would lower a Hero’s Avoidance, whereas illness could lessen a Hero’s Fortitude. See pg. 29 for a full description of Defenses. Armor Rating Heroes often have an Armor Rating (or AR) provided from powers or protective clothing. Unlike a Hero’s Defenses, Armor Rating doesn’t help a Hero avoid being hit; instead, it acts as a buffer against certain forms of damage. When suffering damage, simply subtract any appropriate Armor Rating from the total to determine how much Stamina to mark off of the Hero’s total. Effects and equipment that can provide Armor Rating are described in the appropriate sections. Some effects may ignore some or all of your Armor Rating; such effects will note this in their descriptions. In the event that a character has multiple Armor Rating values that could apply to an attack, only the highest Armor Rating applies. Combat Modifiers Heroes perform Attack Rolls in combat to determine success. An Attack Roll is an Action Roll and is governed by all the rules that apply to Actions Rolls. When compared to noncombat events, these Attack Rolls often have a greater number of circumstances that can modify their chance of success. To ease play, it is recommended that the Hero’s common combat modifiers be calculated and recorded ahead of time. Attacking at Range Heroes suffer no penalties when firing at a target within the same or adjacent area. For each area beyond the range of the weapon used, they suffer a -1 penalty to hit. If a Hero is attacking a target which is currently in melee with another creature, they suffer a -3 penalty to hit. Cover Barriers can impede attacks. Trying to fight through an open window, or shooting a person taking cover behind a tree can be challenging. Cover is relevant if the physical barrier is sufficient to impede attacks, rather than the ability to sense the target. For the purposes of Rotted Capes, there are considered to be 3 types of Cover: • Partial: The target is slightly obscured; the barrier does not block most portions of the body. Attacks against this target suffer a -2 modifier. • Standard: The target is at least halfway obscured. Attacks against this target suffer a -4 modifier. • Superior: The target is nearly totally obscured, such as while firing out of a hunting blind. Attacks against this target suffer a -6 modifier, and under the right circumstances this kind of Cover may also grant Standard Concealment.
Book Two 87 Concealment Concealment is similar to cover, though the benefits are restricted to the ability to sense the target. For example, darkness may provide Concealment against some enemies, and none whatsoever against others. Heroes with Concealment can use the Stealth skill to hide from opponents. For the purposes of Rotted Capes, there are 2 types of Concealment: • Standard: The target is obscured, but perceptive Heroes may be able to spot him. This Concealment permits Stealth Action Skill Rolls with no modifiers. • Total: The target is completely obscured and cannot be seen. The target enjoys a +2 or better (Editor-in-Chief’s discretion) modifier to his Stealth Action Skill Rolls to avoid being noticed. Regardless of the result, the target remains unseen and enjoys a Tactical Edge against all opponents until revealed. Attacks against a target with total Concealment suffer a -6 modifier unless they are Area of Effect attacks. Tactical Edge A slight advantage provided by many circumstances, such as higher ground, greater numbers, a prone target, surprise and more. A Tactical Edge grants a +2 bonus to the attacker’s Attack Roll. No matter how many circumstances are granting a Tactical Edge, the Hero only enjoys a single +2 bonus. Line of Sight On occasion, barriers and concealment are suitable to completely hide an enemy. Attacks and other effects typically require that the hero have line of sight to the target. Line of sight need not be solely physical; barriers, smoke, darkness, and similar circumstances can suffice to confound line of sight. As noted under Total Concealment, attacks directed blindly suffer a -6 modifier. In all cases, attacking without line of sight requires that the Hero have some other method of knowing the enemy is there (at the Editor-in-Chief’s discretion). Line of Effect Completely impermeable obstacles block line of effect. This is not the same as line of sight: a glass window can permit a Hero see his enemy, but could block effects from passing through. In most cases, a Hero requires an unobstructed line of effect for attacks and other actions. Exceptions will be noted in the ability’s description. Movement Areas Movement in Rotted Capes utilizes an abstract measurement of distance referred to as Areas. Outdoor Areas are roughly 400 sq. ft. (Roughly a 20’ x 20’ square) while inside Areas commonly refer to rooms, and exceptionally large rooms (like a warehouse or arena) are split into individual Areas. Pace and Movement Some Heroes are faster than others. A Hero’s Pace represents how many Areas the Hero can move with a standard move action. For the most part, Heroes can move into an adjacent area as a Simple action, or move their full Pace as a Complex action. There are some special actions which combine movement with other actions; for a more detailed list, see Movement and Other Actions sections below. Special Movement Types A Hero’s Pace determines how quickly a Hero can move along the ground, but on occasion Heroes and creatures move in other fashions through the use of natural abilities or powers. Fly Creatures and Heroes with the ability to fly have certain restrictions based upon how many ranks they possess in Flight. Keep in mind that that some creatures may have better maneuverability than their ranks in flight. For example, a hummingbird would have only 2 or 3 ranks in fly, but have the control of someone with 11+ flights. 1-5: Clumsy maneuverability requires the creature to move its Pace to remain aloft. The creature may only turn 90 degrees each action. The creature can climb 5’ for every 10’ of forward movement, effectively allowing it to increase altitude by an amount equal to approximately one third of its Pace. 6-10: Agile maneuverability allows the creature to turn as much as 180 degrees and can remain aloft at only half of its Pace. The creature can climb 5’ for every 5’ of forward movement, effectively allowing it to increase altitude by an amount equal to one half of its Pace. 11+: Perfect maneuverability allows the creature to hover, move backwards, and turn as many times as it wishes. The creature can also apply all of its Pace to increasing altitude.
Book Two 88 Climb Some creatures are exceptional climbers and have a Climb Pace. Such creatures can move vertically or horizontally along walls and ceilings at a rate most other creatures can only manage on flat ground. This does not apply to heroes using the Athletics skill. Editor’s Note: The dangers of Flight…. Though there are many benefits that come with the ability to fly under one’s own power, there are also risks that many Heroes don’t consider until they have suffered the consequences. While it is true that flight allows Heroes reliable transportation and the ability to personally escape from the hordes of zombies, a flying Hero has much more difficulty maintaining a low profile. Flying Heroes frequently draw groups of zombies that see them pass overhead, causing migrations of the undead into possibly populated safe havens. Many of the Super Zombies also have flight, and it’s by no means uncommon for titanic battles to occur in midair, particularly when a Hero is caught unawares. Burrow Some creatures pass through earth very quickly. Note that most natural animals would not have a Burrow Pace; they are just accomplished diggers that can’t pass through the earth at a speed that is relevant to a combat scene. Burrow is restricted to exceptional creatures, or perhaps Heroes possessing particular powers, and there are restrictions related to the creature’s characteristics. • Loose burrowers can pass through loose soil and gravel with ease. • Solid burrowers can pass though tightly packed earth and stone, leaving a tunnel behind them. • Gliding burrowers swim through the earth like a fish swims the sea, leaving no sign of passage. Swim Certain creatures are as at home in the water as upon the ground. Heroes and creatures with a Swim Pace do not need to make Athletics checks to swim in normal (or even turbulent) waters. This does not apply to Heroes using the Athletics skill. Movement Restrictions Blocked Areas Even with the abstract notion of areas there are times Heroes may have to pass through an Area blocked by an enemy. Such chokepoints may include a hallway full of zombies, or the Z’d super zombie Titan blocking a doorway. Heroes may not move past such Areas unless those enemies are three or more size categories larger or smaller, but may move past allies with no issue. Many Heroes have fought their last at such chokepoints to buy time for Bystanders to escape. Difficult Ground Sometimes the condition of the ground can make it hazardous to move at more than a snail’s pace. Such areas count as two Areas to move through. Obstacles Moving over obstacles that do not require a Hero to climb over them using the Athletics skill, such as low walls or the trunks of fallen trees, reduces the Hero’s Pace by half to a minimum of 1. Large obstacles might require Athletics Action Skill Rolls and one or more Demanding actions to completely bypass a particular obstacle. Inadequate Space There are times that a Hero or a large creature may find themselves battling in tight or over crowded spaces (such as tight hallways filled with zombies). When a creature is crowded or squeezed, that creature suffers a -2 penalty to all attack rolls and defenses, and grants Tactical Edge to all opponents not suffering from crowding or limited space as well. Example: Silver Star and Red Falcon find themselves face to face with an abomination; luring it into a tight hallway, the large zombie suffers the penalties for fighting in an Inadequate space, and grants both Silver Star and Red Falcon a Tactical Edge as they are both small enough to operate in the hallway. Keep in mind there are times that a creature simply will not fit in a particular area, limiting its movement and potentially rendering the creature helpless. If you go toe-to-toe with a Super Zombie, we’ll toast your courage later.
Book Two 89 Creature Size Creatures Smaller than Tiny Truly diminutive creatures such as rats, mice, insects, and the like can fill areas with countless numbers. Such creatures ignore the occupied spaces rules and are often encountered in groups. Such creatures cannot possess a might greater than 2, creatures reduced to this size have their might adjusted accordingly. Small and Medium Creatures Small (such as common dogs) and Medium creatures (most humans as well as creatures up to 7’ tall) commonly require 5’ or so to operate. Small creatures cannot possess a might greater then 3, creatures reduced to this size have their might adjusted accordingly. Large Creatures Large beings, such as horses and some Heroes, require about 10’ to operate. Large creatures gain a die bump to Might and Vigor scores but suffer a -1 to Avoidance. Huge, Gargantuan, and Larger Creatures Creatures of truly immense proportions, beings of these sizes require entire Areas or more. Larger creatures gain a die bump to Might and Vigor scores but suffer a -1 to Avoidance for each size category above Medium. Actions in Combat When the Master Clock advances to match the Hero’s Clock, the Hero can act. Remember there are limits to what a Hero may perform during their action. Table 2-1 Speed Cost for actions in combat Action Speed Movement Actions Move to adjacent area Simple Move full Pace Complex Stand Up Complex Dropping to Prone Trivial Attack Actions Basic Attack Complex Perform a Combat Maneuver As per Combat Maneuver Other Actions Assist Ally Complex Delay None/Special Ready a weapon/shield Simple Sheath/Stow Item or Weapon Complex Pick up an object Simple Use a Advantage See Advantage Use a Power See Power Skill Use As determined by Editorin-Chief
Book Two 90 Movement Actions Move As described in Pace and Movement above, Heroes may: • Move into an adjacent area as a Simple Action. • Move their full pace as a Complex Action. Stand Up Standing up from prone is a Complex Action. Dropping to Prone Any Hero may drop prone as a Trivial Action. Attack Actions Any action that attempts to strike a target’s Defense is an Attack Action. Attack Actions are generally Complex or Demanding Actions that may be combined with a Combat Maneuver. Some Combat Maneuvers are gained from specific training reflected by Advantages or Powers, but all Heroes have access to some rudimentary attack options. Basic Attack A Hero may perform a melee or ranged attack (either a mundane attack or granted by a Power that is not a Combat Maneuver) in a balanced fashion, with consideration to both defense and accuracy as a Complex Action. Combat Maneuvers At any time a Hero may opt to use a Combat Maneuver. Some combat maneuvers are attacks all on their own, while others are utilized in combination with a basic attack. A Hero may only perform a single maneuver at a time. The following is a list of general Combat Maneuvers anyone is capable of performing. All Combat Maneuvers share the following format. If an entry is missing in a particular write up, it does not have that entry. For example, a Maneuver without a Requirement entry has no requirements to learn or perform it. Requirements: Requirements necessary to learn the Trick or perform the maneuver. Attack: The defense your attack targets, and which attribute your Attack Roll is governed by. When attacking, always use the appropriate skill for the weapon you are attacking with. Table 2-2 Common Combat Maneuvers’ Speed cost Action Speed Charge Demanding Devastating Attack Demanding Disarm Demanding Earth Strike Demanding Feint Simple Grab Complex Grappling See Grapple Guarded Attack Complex Lure Demanding Shielding Special* Shove Complex Team Attack Demanding Total Defense Special* Trip +Simple *See this maneuver for special rules. In cases where more than one defense or passive skill value is listed, the attack is performed against the highest possible defense unless otherwise noted. Attacks are presented with the following expression: Defense (Attribute), while attacks presented with a bonus or penalty apply that modifier to the attack roll. For example, if a maneuver lists Avoidance (Qu) for its attack, you would perform the appropriate Action Skill Roll using your Quickness Die against your target’s Avoidance, even if you were attempting a melee attack (which commonly uses Prowess on attack rolls). Speed: This is the Speed of the maneuver; maneuvers with Simple, Complex, Demanding Speeds are considered attacks of their own, while Speeds of +Trivial or +Simple are performed in conjunction with a Basic Attack, and only a Basic Attack unless otherwise noted in the maneuver’s description. Example: Silver Star charges at an abomination as a Demanding action, and opts to use her Simple action to activate her Energy Bash power. Red Falcon attempts to Trip the creature with his superior strength, costing him a Simple and Complex action. Range: Range describes what kind of attack (melee or ranged) the maneuver may be used with. It also defines the maximum range or number of targets. Effect: This is the maneuver’s effect upon a successful attack. The first value is the maneuver’s damage. When a maneuver refers to Weapon, roll damage normally; when it is accompanied with a modifier (for example Weapon+4), you
Book Two 91 modify your damage by that amount. In the case of a penalty, you deal a minimum of 1 point of damage. “None” means the maneuver deals no damage; this includes maneuvers that are combined with a basic attack. Special: If the maneuver requires extra notes or has additional effects, they will be listed here. This entry may be marked with additional tags (such as Special (Limitation) or Special (Additional Effect)) for ease of reference. Charge Attack: Avoidance +2 (Pr) Speed: Demanding Range: Melee Effect: Weapon +2; you move up to your full Pace and perform a single attack. You must move at least 1 area to perform this maneuver. Special: Your Avoidance is reduced to 12 until your next action. Devastating Attack Sometimes you just need to throw a big haymaker. Attack: Avoidance -6 (Pr) Speed: Demanding Range: Melee or Ranged (3 Areas) Effect: Weapon +6, Anytime a Common Zombie is successfully struck with a Devastating Attack, that Zombie is instantly destroyed. Special (Additional Effect, melee only): If you successfully hit a target in melee which is stunned, you may opt to automatically issue a Knockback or deal an additional (Mi) or (Qu) damage. Weapons: You may perform this maneuver with any melee weapons, unarmed, energy blast powers, or archaic range weapons (such as bows). Disarm Requirements: Trained in Melee Attack: Passive Melee Value-6 (Pr) Speed: Demanding Range: Melee Effect: None; your target drops his weapon at his feet. Earth Strike You strike the floor with such force that it sends your opponents flying. Requirements: Might of 15+ Attack: Fortitude or Passive Athletics/Acrobatics Value (Mi) Speed: Demanding Range: Area or adjacent Area Effect: All affected creatures suffer (Mi) in damage and are knocked back one Area; any minions affected by this power are also knocked prone. Feint Requirements: Trained in Influence Attack: Influence (Pr) against target’s Discipline Speed: Simple Range: Melee Effect: None; if successful, you gain a +2 bonus to hit with your next Basic Attack as long as it is performed immediately after this maneuver and during the same action. Grab Attack: Avoidance (Pr) Speed: Complex Range: Melee Effect: None; your target is Grabbed. As such, they cannot move and may only attempt to escape (see Grapple below) or attack the grappler (See Limiting Conditions, pg. 98). Special (Additional Effect): If the attacker surpasses their target’s Avoidance by 5 or more the target is pinned instead (See Grapple below). Special (Reaction): This maneuver may be used as a Simple Push action to catch a friendly target, stopping their movement adjacent to you (or within reach if you possess the Elasticity power). Grappling The following grappling maneuvers all require the target or the defender to be grappled or grabbed. Keep in mind while grappling that your enemy may take the upper hand. • Escape Attack: Athletics (Mi) or Melee (Pr) against the target’s Passive Melee (Mi) Faith is great; a loaded Speed: Complex shotgun is safer.
Book Two 92 Effect: None; you escape the grapple or break out of your opponent’s grab. • Pin Attack: Passive Melee (Mi) Speed: Complex Effect: None, Target is Immobilized (See Limiting Conditions, pg. 98) and may only attempt to Escape, Reverse, or attack you with a Basic Attack (including powers). Special: You may automatically succeed on an Escape Action Roll as a Simple action if you have your target Pinned. • Punish Requirements: Must have opponent Pinned (see above) Attack: None, automatic Speed: Complex Effect: Weapon; you may only use an unarmed attack, power, or one-handed weapon. • Reverse Requirements: Must be Grabbed or Pinned Attack: Melee (Pr) -6 against target’s Passive Melee (Pr) Speed: Demanding Effect: None; if successful, you switch positions with your target. If you were pinned, you are now pinning your opponent; if grabbed, you are now grabbing your opponent. Guarded Attack Attack: Avoidance (see below) Speed: Complex Range: Melee Effect: Weapon; when you attack, do not roll your Prowess. Instead, gain a bonus to your Avoidance equal to your passive Prowess until your next action. Any attacks performed until your next action also cannot benefit from your Prowess die. Lure Attack: Discipline (Ch) Speed: Demanding Range: Melee or Ranged (2 Areas) Effect: None; if successful, your opponent attacks upon their next action at a +3 to hit. If they miss, they strike another target of your choice within range. Shield Attack: None Speed: Complex Push Range: Self or ally within reach* Effect: None; this maneuver is used in response to a successful attack upon you or an ally within reach. Shielding is the act of purposely placing an item or your own body between yourself or an ally and an oncoming attack. By doing so you or the item takes the full result of the attack. If you are shielding with an item and that item is destroyed as a result of the damage incurred, you suffer any remaining damage (reduced by applicable AR). You may also shield any ally within reach if you are utilizing an item to do so. If utilizing your body as a shield you may shield an ally within your Area or an adjacent Area. Shove Attack: Fortitude (Mi) Speed: Complex Range: Melee Effect: None; your opponent is forced into an adjacent Area. If this forced movement possesses the potential of dealing damage to the target (such as pushing a zombie into a fire) the Target may, as a Simple Push, attempt an Athletics (Qu) Action Skill Roll against your attack roll to move to another adjacent Area of his choice or fall prone instead. Special: You may also move with your opponent into an adjacent Area as a Simple action if you wish. Team Attack Hit them high and I’ll hit them where it hurts! Attack: Avoidance (Pr) Speed: Demanding Range: Melee or Ranged (3 Areas) Effect: Weapon; this maneuver must be performed 1 tick after or during the same tick as an ally’s successful attack. Add your ally’s damage to your own for the sole purpose of determining if your attack dealt Massive Damage (see below). Total Defense Attack: None Speed: Special (See below) Range: Melee
Book Two 93 Effect: None; you take a Delay action. As long as you remain in Delay, you add your Prowess Attribute score to your Avoidance until you end your Delay and act. Total Defense does not allow you to interrupt another Hero’s action in the manner that the Delay action does. Trip Attack: Fortitude (Mi or Pr), Passive Acrobatics (Qu) or Passive Athletics (Qu) skill value Speed: + Simple Range: Melee Effect: None, target is knocked prone. Firearms Firearms have their own list of special maneuvers, referred to as firing modes. You must possess ranks in Firearms to use any mode other than single shot. You cannot combine firing modes. All Firing Mode penalties are cumulative with penalties for attacking at range. Table 2-3: Firearm firing mode speed costs Action Speed Burst Shot Demanding Double Tap Demanding Full Auto – Single Target Demanding Full Auto – Spray Demanding Headshot +Simple Single Shot Complex Multiple Rounds and Armor/AR Firing Modes that fire multiple rounds (such as Full Auto and Double Tap) have each round’s damage reduced by AR. For example: If someone with an AR: 5 is shot with 2 rounds, each round has its damage reduced by 5. Burst A typical three round burst sacrifices accuracy for increased impact. Attack: Avoidance -3 (Pr) Speed: Demanding Range: 3 areas Effect: Roll the ammunition base damage die three times, but only apply the ammunition’s Impact modifier once. You expend three rounds of ammunition. For example, Assault ammunition would deal 3d10 (Qu) damage and have an Impact modifier of +4 Firearms: Auto-Pistol, Assault Rifles, Machine Guns Double Tap Pulling your trigger twice you can land two quick shots. Attack: Avoidance -3 (Pr) Speed: Demanding Range: 3 areas Effect: Roll the ammunition base damage die twice, but only apply the ammunition’s Impact modifier once. You expend two rounds of ammunition. Firearms: Semi Auto and Auto-Pistols
Book Two 94 Full Auto – Single Target You unload a hail of bullets against a single target Attack: Avoidance -4 (Pr) Speed: Demanding Range: As ammunition Effect: Roll your base ammunition damage for each remaining round of ammunition in your firearm to a maximum of 4 die, but only apply the ammunition’s Impact modifier once. Regardless of the amount of rounds remaining, you expend half your magazine with a minimum of 5 rounds. Firearms: Auto-Pistol, Assault Rifles, Machine Guns Full Auto – Spray You unload a hail of bullets against all the targets in a single area Attack: Avoidance -3 (Pr) Speed: Demanding Range: As ammunition Effect: Roll a single attack against the highest Avoidance target in a single area; if successful, you deal damage to all the targets in the area, friend and foe. You may only affect a total number of targets equal to your remaining ammo. At the end of this action, your entire magazine is expended regardless of the number of targets in the area. For example, Assault ammunition would deal 1d10 (Qu) damage and have an Impact modifier of +4 to every target in the area on a successful roll. Firearms: Auto-Pistol, Assault Rifles, Machine Guns Headshot You take your time to line up a perfect shot, right between the eyes. Attack: Avoidance -6 (Pr) Speed: +Simple Range: 2 areas Effect: Damage +6 and double the ammunition’s Impact value. You expend a single round of ammo. Additionally, any time a Common Zombie is successfully struck with a Headshot that Zombie is instantly destroyed. Firearms: Any Single Shot This is a standard mode of fire with a firearm, expending a single round of ammunition. Other Actions Assist Ally In the heat of battle, the surest path to victory is an ally you can rely upon. As a Complex action you can use the Assist Ally action to either bolster another’s Attack or Avoidance. Choose a target within melee and an ally that can also strike that target; you provide your ally with a bonus equal to your Passive Prowess Modifier to either their Avoidance Defense or next Melee attack roll against the targeted enemy. Delay Functionally, electing to Delay is a Trivial action that may not be combined with any other action. The Hero repeats this action every Tick until such time as he desires to act. When the Hero desires to act, simply advance the Clock to the current Tick and add the Speed costs to his action as appropriate. A Hero that is Delaying may opt to perform a single action in the midst of another hero’s turn. The Delaying Hero picks the moment to act, performs the action, and advances his Clock as appropriate. Once the Delaying Hero has finished, the interrupted hero continues, if possible, from the point of interruption. Pick up an Object As a Simple action, a Hero may pick up an object on the ground within reach. Ready a Weapon or Shield Unless otherwise indicated by a weapon description or an Advantage, readying a weapon or shield is a Simple action. Alternately, drawing a single weapon or readying a shield may be combined with a move action for no additional Speed cost. Sheathe/Stow a Weapon Unless otherwise indicated by a weapon description or an Advantage, sheathing or stowing a weapon is a Complex action. Not an Action Various minor tasks that take no appreciable time can be performed whenever a Hero acts. These trivial feats include dropping held items or ceasing to sustain a power. A Hero may perform one such task every time the Hero acts; these have no Speed cost. Speaking is also free, but not restricted except when the Editor-in-Chief decides that there is not enough time for such a discussion.
Book Two 95 Pet Animals and Summoned Creatures in Combat Animals and Summoned creatures act as a single unit with their controller when in combat; thus, they both share the same Clock and always advance their Clock by their slowest action, just as if they were a pack of minions. Injury and Death Stamina and Wounds represent how difficult your Hero is to defeat. Stamina represents your Hero’s physical and mental toughness – the level of abuse you are willing to take and are capable of sustaining. No matter how much Stamina damage you suffer, your Hero is not subject to any long-term effects, and until your Hero runs out of Stamina, his ability to act is not diminished in any way. The legacy of Stamina damage is, at worst, minor aches and scratches; Stamina returns swiftly with rest. Wounds represent the fundamental survivability of your Hero. Suffering Wounds will diminish your Hero’s capacity to act, and represents severe injuries. Wounds require extended rest to recover, and often require the attention of a skilled medic or doctor. The Damage Roll Actions that can cause harm to Heroes have a damage roll. The amount of damage is either detailed in the action (typically in the case of Powers) or determined by the weapon or source. To resolve damage, follow these three easy steps: 1. Roll the attack’s base Damage Dice and, if applicable, the corresponding Attribute die, adding any modifiers from Advantages or other sources. 2. Subtract the target’s applicable Armor Rating. 3. Subtract the total from the target’s Stamina. Once the Hero is out of Stamina, that Hero is Vanquished, knocked out of the fight and is probably unconscious (at the discretion of the Editor-in-Chief). Although the Hero is Helpless, they will not die without outside influence. For the most part all Melee attacks use the Hero’s Might die for damage while Ranged attacks use the Quickness die. Remember, an Attribute die can explode even when rolling damage! Massive Damage When an attack deals more Stamina damage than the target’s Fortitude the target is instantly Staggered, with an additional chance that they will suffer additional effects such as Knockback, being stunned, and maybe even suffering Wound damage. Once a target suffers massive damage they are Staggered, and must attempt a Vigor Action Roll against the damage suffered (after Armor Rating); if successful they suffer no additional effects. A failure results in the target being Stunned and possibly being Knocked back one or more Areas (see Knockback below); a failure of 5 or more also deals a Wound of damage (See Wounded below). Knockback Knockback may only be performed with Bludgeoning attacks (fists or a baseball bat for example) or Kinetic/Force attacks. Commonly targets are only knocked back 1 Area. If the target hits a solid surface before they leave the Area, they suffer damage equal to the Material Strength of the item struck, which may break if the original attack had dealt enough damage to break it. The victim can avoid the Prone condition by succeeding in an Acrobatics (Qu) check against the amount of damage suffered (after Armor Rating is applied). Targets are always knocked back in a direction chosen by their attacker; their attacker may choose to knock their target down and thus keep them in the same area. Remember, standing up from prone requires a Complex action. Knockbacks can also cause other effects. Knocking a Super Zombie into a stack of heavy crates may cause them to tumble down on him, while knocking a non-flying Hero off the top of a skyscraper will likely send him plunging to his death. Editor’s Notes: Remember! A Hero can spend a Plot Die to cause additional complications (e.g. the tumbling crates) or to save himself from a complication resulting from a knockback (e.g. grasping a flagpole when falling from a skyscraper). Massive Knockback If the target is successfully attacked with a qualifying power or an effective Might of 11+ ranks they suffer Massive Knockback.
Book Two 96 The target is thrown back 1 area, with an additional Area for each 10 points of damage suffered, in a direction of the attacker’s choice. If the victim hits a solid object, they suffer an additional amount of damage equal to the Material Strength of the object as well as d6 Stamina per full Area traveled, and are knocked prone. Example: Red Falcon is going toe to toe with a former nemesis, now a Super Zombie. With a solid hit that bypasses Red Falcon’s Avoidance and Fortitude, the Super Zombie strikes Red Falcon for 15 points of damage. Red Falcon is knocked back 1 area into a hard wall. Since he would have gone farther, he suffers the 15 points of Stamina damage, d6 Stamina for the area traveled, <x> Stamina for the Material Strength of the wall, and finally is knocked prone. Continuous Fire Damage When targets are set on fire, they continue to suffer d10 fire damage every Demanding action after being set on fire until the target uses a Complex action to extinguish the flames. Continuous fire damage, unlike other types of damage, is added to the previous amount of continuous fire damage for determining the possibility of Massive Damage. Wounded If a Hero suffers a Wound, that hero is Wounded. The most common ways to suffer a Wound is though Massive Damage or due to a Critical Success from an Action Roll. Heroes have very few Wounds, and if a Hero runs out of Wounds, that Hero may suffer permanent harm, even death. Heroes that are out of Wounds but still have Stamina remaining are conscious, but are Helpless and likely in terrible pain. Regardless, when a Hero is out of Wounds, that Hero is Vanquished. Wounded Heroes suffer penalties that affect their ability to act. Whenever a Hero suffers a Wound, that Hero suffers a –1 penalty to all Action Rolls. This penalty persists until the Wound is healed and is cumulative for each Wound suffered. Vanquished Heroes that are Vanquished are easy fodder for zombies, but will otherwise survive. If a Hero is Vanquished due to Stamina damage, that Hero will not die unless murdered while Helpless. The Hero will awaken per the Recovery rules (See Healing and Death), even without any assistance. If the Hero is Vanquished due to Wound damage, that Hero requires the assistance of a skilled medic.
Book Two 97 Editor’s Notes: What is a Scene? Since Heroes can fully recover their Stamina totals between scenes, it is important to know where the line between scenes lay. Generally speaking, a change in scene occurs when the Heroes have time to catch their breaths. While this works well between somewhat isolated encounters, it can get tricky in cases where Heroes are constantly encountering zombies at every turn. Without catching a breath, Heroes will generally be out of powers one or two encounters into the adventure. In cases where the Heroes aren’t expected to have much time to catch breaths (i.e. running through an old hotel mobbed with zombies in order to free trapped Bystanders), you may want to set “refresh points” where the Heroes regain their Stamina. Alternatively, you may set a baseline (a quarter or half Stamina) that the Heroes recover whenever there is a clear break between combats but no time to catch a breather. In all cases, use your best judgment. You want the game to be challenging and your Heroes to feel heroic. If you deprive them of the use of their powers too often, then Rotted Capes is less genre mash-up and becomes straight zombie horror. For example, the Heroes defeat the zombies in the lobby (Scene 1), but when they turn down the hall they are attacked by another zombie mob (Scene 2). You may decide that the Heroes recover half their Stamina, even though there was effectively no time between scenes. If the Hero receives medical attention within 12 ticks (requiring a Routine (TN: 15) Medicine check) the Hero is stabilized. If the hero does not receive medical assistance within 12 ticks, they attempt a Challenging (TN: 20) Vigor or Resolve check, to avoid death. If the Hero survives, they still go unconscious and wake up d10 hours later, where they must immediately make a Wound Recovery Action Skill Roll (see below) to regain a Wound and full consciousness. Healing and Death Heroes are made of stern stuff. At the end of each combat scene, they recover any Stamina lost. A Hero Vanquished by Stamina, assuming he isn’t zombie chow, merely gets up, dusts himself off, and is ready for the next scene. After a full day of rest, Wounded heroes must attempt a Challenging (TN: 20) Vigor or Resolve check. The results determine healing and long-term effects. Success indicates that the Hero recovers a Wound and suffers no detrimental effect. Failure has consequences (see Table 2-4). Table 2-4: Wound Recovery Action Roll Results Result Effect Failed by 4 or Less Hero does not recover a Wound but suffers no additional effects. Failed by 5-10 Hero permanently reduces a random Attribute by 1 and does not recover a Wound. Failed by 11+ Hero suffers an additional Wound as his condition worsens. At 0 Wounds, the Hero succumbs to his injuries and dies. Alternately the Hero may choose a physical flaw (see Flaws, pg. 22) to avoid this result. If this option is chosen, the hero heals a Wound and takes on the flaw. How to injure Zombies As they aren’t exactly “alive,” zombies follow special rules when injured. Zombies do not have Stamina; they do not tire, nor do they react to the most egregious injuries. There are only three ways to injure zombies: crushing their heads though Massive Damage, dealing a lucky Wound with a critical success on your attack roll, or successfully performing a Devastating Attack maneuver. Reducing a Zombie to 0 Wounds destroys it. Splash Weapons and Zombies It’s a popular myth that zombies are vulnerable to fire; as unfeeling corpses, it’s fair to say that they are less bothered by fire than humans. That said, a zombie lacks the survival instinct of putting out a fire or removing acids when they are covered with such elements. Whenever you attack with a splash weapon, a success means that enough of it remains on your opponent to attack again the following round as if striking a Helpless Foe. This secondary attack is often enough to fell normal zombies. Super Zombies have the cunning to remove dangerous conditions from their bodies, but they may forget in the heat of the chase. Massive Damage and Zombies Massive Damage can be quite effective against the run of the mill zombie (Minions or Common Threats) but is also a game changer when facing more powerful abominations and Super Zombies. Any time a Common Zombie suffers Massive damage it is instantly destroyed. Elite Zombies, Abominations, and Super Zombies are affected a little differently than the living. Any time a Hero affects an Elite Zombie, Abomination, or Super Zombie with Massive Damage; they forgo any Knockback and apply the Crippled condition (pg. 98).
Book Two 98 Devastating Attack Any time a Common Zombie is successfully struck with a Devastating Attack (pg. 91) that Zombie is instantly destroyed. Elite Zombies, Abomination, or Super Zombies who are successfully struck by a Devastating Attack may very well suffer a wound of damage. But if they are successfully struck by a devastating attack while Helpless or Immobilized they automatically suffer a Wound of damage as if they had suffered massive damage and missed their Vigor Action Roll by 5 or more. Zombies and Wounds The only way to destroy a Super Zombie is to chip away at its Wounds. This causes physical damage to the Super Zombie and, once its Wounds reach 0, destroys it. Limiting Conditions Limiting Conditions and Zombies: Zombies are immune to being Exhausted, Frightened, Shaken, and Terrified. Zombies can be Stunned, but only though electrical attacks. Blinded Blinded creatures grant a Tactical Edge to all opponents, who also have Total Concealment against that creature. Crippled Crippled creatures have their Avoidance reduced by 2 and their Pace reduced by half (to a minimum of 1) for the remainder of the scene. Editor’s Notes: What is good for the goose… At the Editor-in-Chief’s discretion, Crippling Attacks may be imposed on Heroes and Bystanders as well. Deafened A Deafened creature automatically fails all Perception Action Skill Rolls based on sound alone. Exhausted An Exhausted creature suffers a -2 to Pace and all Action Rolls. Helpless A Helpless creature cannot defend itself, cannot act, and is typically prone unless otherwise propped up. Such a creature is completely at the mercy of the environment and the actions of others. Helpless Heroes have an Avoidance of 11. Successful melee attacks against Helpless targets are automatically Critical Successes. The attacker may, at his option, elect to withhold Wound damage inflicted by a Melee attack against a Helpless creature to instead reduce its Stamina to 0. Immobilized An Immobilized creature cannot take move actions, nor may he perform Incidental Movement. The creature is not Helpless and may still perform any action that does not require the creature to move from his spot. This condition is useful to reflect entangling and restraining attacks that hold a creature in place or restrict his movement. Outnumbered Any time a creature and its allies outnumber opponents within their area, they gain Tactical Edge. Prone While Prone, a creature grants a Tactical Edge to adjacent enemies, gains Partial Cover against Ranged Attacks and may only crawl 1 Area as a Demanding action unless he stands up. All of a prone creature’s Attack Rolls suffer a -3 penalty with the exception of firearms (see Equipment, pg. 73). Shaken A Shaken creature suffers Simple Push immediately upon becoming Shaken and is generally fearful, suffering a -2 to his Discipline against fear-based powers. Staggered A Staggered creature is not quite stunned but disoriented never the less. Staggered creatures suffer a -2 to all Action Skill Rolls until after their next action. Stunned A Stunned creature suffers a -2 penalty to all Action Skill Rolls, suffers a Simple Push, and grants all enemies Tactical Edge until their next action.
Book Two 99 An Example of Combat Arc-Lightning, being played by Nelson, has found himself in a tight spot. While scouting, he has encountered a mob of 5 Zombies while checking out a big box super store. Seeing that Arc-Lightning was searching for possible threats, the Editor-in-Chief, Henry, determines there is no chance of surprise and simply calls for initiative. Nelson rolls his initiative pool and comes up with 2, 4, 6, and another 4 while Henry rolls for the pack of Zombies and gets a 3 and 9. Possessing the lowest initiative Nelson goes first. Needing to put some space between himself and the zombies, he uses a Simple action to move out of the Zombies’ area closer to the door, and then with a complex action fires a normal arrow at one of the Zombies. For his attack, Nelson, attempts a Ranged {Bows} Action Skill Roll against his target’s Avoidance. Rolling his action dice (2d10), Prowess die (d8), adding his ranks in Ranged skill (6) and skill focus bonus (+1) and rolls a result of 14 on his action dice and 6 on his Prowess die for a total of 27, easily striking the zombie. Now rolling for damage Nelson rolls the weapon’s damage die (d8), his hero’s Quickness Die (d10) and adds his bonus for his weapon mastery advantage (+2 damage with Bows) resulting in a 4 and explodes on his quickness die (rolling a 10) and rolls the d10 again for 6 resulting in a total of 22 damage, easily bypassing the Zombie’s Fortitude defense and killing it outright due to massive damage. Nelson then adjusts his clock +2 for a Simple action and +4 for a Complex action for a total of +6, advancing his clock to 8. Henry now has the Zombies move in. Using a simple action to move a single area, they are now in the same area with Arc-Lightning and move in for the kill. Being a Mob of Zombies they attack as a single creature as a Complex action. Performing an attack roll Henry rolls his action dice (2d10) and the Zombies’ prowess die (d8), attack bonus of +3, gain the Tactical Edge for +2, and a +2 bonus for every Zombie attacking the same target beyond the first for a total of +11. Rolling a 16 on all three dice he has a total of 27, easily surpassing Arc’s Avoidance of 20. Rolling for damage, Henry rolls the attack’s damage die (d6) and its attribute die (d8) and adds the bonus for multiple attackers dealing a total of 15 stamina damage. Reducing the damage by 3 (tactical body armor) Arc-Lightning suffers 12 damage and he is now surrounded by zombies. Henry now adjusts their clock; the zombies go again on 9. Coming to tick 8, it’s now Arc-Lightning’s turn. With his back to a closed door, Nelson offers a complication. Opting to utilize his Lightning Arrow power, he fires it through the nearest zombie and into a support column right behind him in an attempt to bring part of an overhead office area down upon his attackers. Henry accepts the possible complication but requires Nelson to perform a successful Devastating Attack. Taking the offer, he spends a plot die, and then activates his tag line “I never miss” gaining the use of a free action die for his attack roll. Rolling his attack he gets a 17 on his action dice, a 2 on his prowess die and a 6 on his plot die which explodes. Rolling it again, he gets a 2 for a total of 28 + his ranks and focus for 36… a 30 even with the -6 penalty for performing a Devastating Attack. He rolls his power’s die (d12), his Quickness (d10), adds his +2 weapon mastery bonus, and +6 damage from the devastating attack for a total of 26 damage bypassing the Zombie’s Fortitude defense, destroying it outright, and bringing down the area above burying the remaining zombies under rubble. Nelson now adjusts his clock to 3 as performing a devastating attack required a demanding action. Henry informs him that the crash from the collapsing office has drawn the attention of something far deadlier than a mob of zombies. Vehicles and Mounts Mounts and Vehicles function as extensions of their riders. They have their own statistics and suffer damage, but never act independently. Instead, the Hero directs their actions. Movement and Control Heroes utilize their Vehicle’s or Mount’s Pace instead of their own. For full rules on pace and acceleration refer to the Gear section, pg. 73. Moving part or all of a Vehicle’s Pace is a Complex action, while a mount uses the same rules for character movement (for example a mount may move 1 area as a Simple action). Normally Heroes are not required to perform Action Skill Rolls while driving/riding, unless they are attempting extraordinary feats or actively avoiding a collision. When such circumstances come up, the Hero makes an appropriate Action Skill Roll including the Vehicle’s Handling modifier, with the final difficulty set by the Editor-in-Chief. We have provided a few examples below. Attacking from a Vehicle or Mount Characters attacking from a vehicle gain the advantages of cover (see below) but may suffer reduced accuracy in accordance with their current speed.